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(+1)

Your team's premise and approach actually has a lot of similarities to what my team made (we have Mint as a bartender, for example, and Dokibird has amnesia and isn't sure of her identity, and there's some dialogue and idle conversations).

At the risk of being a huge hypocrite, then, I think the game had too much dialogue at the start (and if you click to continue the game after restarting the level, you have to click through all of it again) and a lot of it was aimless banter, which can be fun, but not really at the start of a game, and I didn't vibe much with the exact style of humor being deployed. It felt kinda "Rawr XD, glomps u," which is not a sensibility I really associate with Dokibird (at least since her redebut), and the dialogue attempts to patch over the limited assets of a game jam game instead of working within that scope, which is awkward, and leads to really complicated events or actions being conveyed through text on a black screen.

I also found the battle system a little confusing regarding inputs and timing.

I did really enjoy the art and the concept of having some of Doki's friends or collaborators having "Dragoon-sonas." It was fun to see Dooby and a train.

Since there are some similarities to my team's game, I obviously think there's potential in them. But I also obviously prefer a different take on them, since my team made a different game! So I'm sympathetic but opinionated/biased. No harm, no foul, and if the combat system were to be polished and the dialogue streamlined, I'd be happy to take another look at the game, because I do think it's interesting as a "developer" (I put it in quotes because I don't know what the fuck when it comes to programming) to see a game with such specific similarities to your own project but also a lot of differences. I'm curious how your game's story unfolds compared to ours!

(2 edits) (+1)

Thank you for trying our game. I guess we just happen to have a similar thought process on the narrative 😂. After reflecting on this project, it was learning on how writing a fully fleshed out story is not easy in the slightest. I got ambitious on how I wanted the story to play out in the beginning, but with the deadline and the progress we were making, we had to make some cuts. I wish we had more time to flesh the dialogue out, but I am content on where it landed. We do appreciate the feedback and will take that into account for any future projects to ensure that the player can enjoy the game.

(+2)

Oh, I didn't mean to sound as if I were accusing you of anything. I agree we must have had a similar thought process! I was just noting how I found it interesting and how it affected how opinionated I was about your implementation of those ideas. I'm glad you're content with your game and your contributions to it. That's the real prize in this jam, in my opinion.