Cute game!
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Doki Run's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| References / Humor | #45 | 3.464 | 3.464 |
| Ambience | #46 | 3.607 | 3.607 |
| Gameplay | #54 | 3.393 | 3.393 |
| Overall | #56 | 3.371 | 3.371 |
| Theme | #74 | 3.214 | 3.214 |
| Creativity | #104 | 3.179 | 3.179 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
Chain reaction/domino effect in story and gameplay.
1. Shooting an enemy bullet deflects it and starts a chain reaction that can cause other entities to start chain reactions.
2. The events of one action (story) leads to a people turning against the main character (and in special ways for last boss).
Showcase / Streaming Opt-In
I give consent.
Comments
Loved this, it lags a bit like mentioned but I loved the models and vibe, nice work.
Was able to pet D.A.D 20 times and finish the story! But for some reason my game lagged very hard at the beginning, I think there may need to be some kind of shader compilation. Also the difficulty was kinda insane, I was worried I wouldn't beat the story lmao. But overall was a good game, well done!
I think I saw a YouTube video of another dev have the same issue with their Godot game. Their solution was to have a black screen that said "Compiling shaders", but what was actually happening in the background was all the vfx were just going off until they were cached. I think this was before Godot introduced shader compilation though. Not sure if they've added an official solution since then, but it's just an idea hahah
Way more fun than it had any right to be! Great experience all around!! 🫶🏽

Fun concept! It might be a skill issue on my part, but I found it very difficult to do the Subway Surfers and the shooter gameplay at the same time. The only reason I made it to any bosses is that progress doesn't seem to reset when you die, and I'm not sure if that's intentional. It's also a little annoying trying to shoot and dodge bullets that move along all three axes when yours only go forward along three possible lanes.
I don't know if I understand the DAD fight--nothing I did seemed to have any effect at all. I gather that I'm supposed to pet DAD with left-click, but nothing seems to happen when I click. Also, when you die during that fight, you still can't shoot after you respawn.
Despite the problems, though, it's actually still pretty darn fun. The game looks really nice, too, and definitely stands out.
I felt that it would be a bit too cruel to reset progress with how difficult the game can be, so yes that is intentional. During the DAD fight you are supposed to pet by left-clicking on a space not currently occupied by DAD, but looking back it seems that I need to communicate that better since it goes against all of the previous mechanics of the game (shooting forward). The locking of the player's ability to shoot is definitely unintentional. I'll try to patch the fix in sometime soon.
Really appreciate the criticism, it helps a lot. Glad you still enjoyed the game!
I saw your work in progress in the Discord server and immediately recognized we were both working with the same Polygon Wild West asset pack. I got curious to see what kind of game you ended up building and wow it's very fun!
The slomo effect is a nice touch and lets the player appreciate the chain of enemy hits better. XD
I think my favorite powerup is the unlimited ammo one, you just go pewpewpewpewppew!
I don't know if I missed it but I couldn't see any kind of score marker to see how far I've ran or how many goons I've taken down. The furthest I got in one run was a bit until after fighting 2 chonky guys on a platform. (second boss, I think?)
Overall great work! :D
Oooh yeah it was one of the many asset packs I bought from Humble Bundle deals way back just in case I would find a use for it in the future and this jam was perfect for it. Seems like we both had the same idea it use it haha nice.
Ah okay its great to hear that the slo-mo has its usefulness. Slowing down to emphasize the chain was why it was there and because yeah I thought it was cool lol.
Yup I wanted this game to be like Subway Surfers but a bit more active and challenging, but when the player gets unlimited ammo they can have fun with spamming and not thinking about strategy for a while.
So I originally wanted to add a score system and the score earned would multiple based on how many chains were active + a skin/character shop to use those points on... but I ran out of time to do that whole idea and decided to work on fixing other things instead of implementing a score, so that's why its unfortunately not there. Also nice, that boss was the 2nd out of 3 total bosses.
Thanks for the kind words and I'll check out how you used the Polygon Wild West pack soon!
The Subway Surfers gameplay was pretty smooth and responsive! The intro cutscene was a nice touch as well. My only gripe about the gameplay is the slo-mo that occurs whenever you chain the bullets. I feel that it messes with the flow of the game and I would have preferred some form of VFX and/or screen shake than a slow motion effect.
Overall, I really enjoyed the game. Nice work!
I beat it! The models and environment look cool. And I love the humor in both the story and the checkpoint sections in game!
There were a couple frustrating points the gameplay. While falling down sometimes the game wont register sideways inputs? And the slowdowns are generally unhelpful. I don’t know if the slowdowns are messing me up and causing me to hit the wrong buttons or if it is just eating my inputs.
One issue that I have which doesn’t matter for this jam but annoys me a little is that the UI does not scale correctly to higher resolution screens. For most games this is a really simple fix on Godot, you just have to tweak a few project settings!
It was more difficult than I expected but I enjoyed it!
Ah I see. I didn't add sideways inputs immediately when in air (have to be in the air for a small bit of time) but didn't think too deep on how that would effect falling without jumping. The slowdowns I thought looked cool but I can totally see how it might not be necessary.
I actually don't know how to do that so I'm glad to hear that the fix is simple. I'll take time to actually research that next time lol.
Thanks for the feedback and glad you liked the aesthetics and story!


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