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Dokibird vs the divine trickster - DokiJam 2025's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #8 | 4.043 | 4.043 |
| Overall | #35 | 3.565 | 3.565 |
| Creativity | #47 | 3.826 | 3.826 |
| Ambience | #50 | 3.565 | 3.565 |
| References / Humor | #55 | 3.304 | 3.304 |
| Theme | #83 | 3.087 | 3.087 |
Ranked from 23 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?
I should have recruited a writer -_-
Doki woke up to a rebellion of her dragoons who thinks she is an imposter
The imposter is a trickster spirit that used his power to bewitch the Dragoons
But in the end the trickster only did that to prepare Doki and her dragoons for an invasion by another spirit.
And yeah, hope it's close enough ^^"
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Comments
Kudos on this game! It plays super well and has all of the cool gimmicks of the turn-based strategy game. So much polish!
I really like the short story with each mission. There was good map and unit variety.
Very good game! There's more strategy involved than I expected. I like the keyboard controls (but I also play Dwarf Fortress, so I may be an outlier). I had fun playing.
Two nitpicks: the music changing between turns is a little bit distracting, and it's hard to tell which side egg-goons are on. Also, a bug sometimes occurred when trying to move a unit to the square it is already on, where it moves to a different tile (despite not needing to move), but then gives the option to attack the enemies next to the square it was on originally. Afterwards, it behaves normally. This was on the web version.
good work!
Ahh all the spritework is so beautiful. And the gameplay has an impressive amount of depth and volume.
I have a few minor nitpicks. I ran into a couple of bugs on the web build where after cancelling a movement, the left-side panel that displays the info of the targeted entity would break. I wish those panels also indicated whether the mob on the targeted tile was friendly or an enemy. It is not necessary for most mobs but with the egg sprite it’s a bit hard to see. Oh and the music restarting every time it’s my turn got a little annoying towards the end.
But like I said these are minor nitpicks and I really like the game! If you intend to keep developing this after the jam is over I would love to play it again!
Ha yeah I see the bug! Is solved, the next version will have the correction ;p
For the indication if it's an enemy or not I don't know if it will break the rule because it's not a bug per say so I won't do anything about it for now. But it's a good point, that and giving a little something to the egg to differentiate them more easily ^^"
I'm actually wondering what game I should try to code next! But if I want to continue this game I would have to remake a lot of things. I rushed it and made a lot of errors in the design which make adding new features... perilous. I'm putting shitty code on top of shitty code for a week now and I really need to remake big part of the code, maybe even start from zero and vampirize the good part old project for the new one?
Could put everything I wanted too, commander with abilities, battle animation, mint fantôme that ignore defense, nimi's tapir that heal, hat factory to upgrade unit, fog of war, system for in game event (dialog when you kill x unit, event that spawn unit), system of train transport to move unit station to station, online multiplayer... Lot's of things ! x)
Anyway, thanks for the feedback!
edit: the bug is not gamebreaking, I will wait until the end of the jam to make a patch ^^"
The gameplay is engaging, the music is excellent, and the scenarios were interesting.
If I had one complaint, it is that one cannot cancel movement after making it. Otherwise, the mechanics were solid and quite easy to understand.
You're right that a writer could have helped this game shine even more, but for a solo project, this is quite impressive and high quality!
One note: I think you're using "Deplacement" to mean the number of tiles a unit can move - this is a very uncommon word in English, and something like "Movement" might be easier for English-speakers to understand.
Thank you for the feedback!
A whole system where you would be able to go back on all of your turn was suggested by some of my friends. But due to poor programming practice on my part, it would have been long to implement and unfortunately wasn't high on the priority list :(
But yeah going back on at least one action would have been nice ^^"
"Deplacement", I'm not an English speaker and I was probably thinking about the equivalent in my native language >< It should not brake the rule to update that so I'm correcting this immediately and I will post the patch later, thanks ;)
Glad I could help! ^-^
A very cute turn-based game! A solid entry!
This is a really well executed TRPG! Props for making the UI really detailed