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Dokibomber's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #31 | 3.783 | 3.783 |
| Gameplay | #58 | 3.348 | 3.348 |
| Creativity | #90 | 3.391 | 3.391 |
| Overall | #93 | 3.096 | 3.096 |
| Ambience | #110 | 2.870 | 2.870 |
| References / Humor | #161 | 2.087 | 2.087 |
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?
Dokibird is on a quest to collect gems, but she needs to watch out for bombs laying around as it can start a chain reaction.
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Comments
Interesting twist on Bomberman, I did not expect the "upgrades" to become downgrades! It requires tactical thinking, and I wish the game did not reset to level 1 when I blew up all the gems in level 3. Good job!
A nice Bomberman-esque game. Smooth controls and easy to understand, but hard to play. Having to preserve crystals instead of blowing everything up changed the style of play. I like how the dynamite had chained explosions, clearing a lot of the blocked paths but also sometimes clearing the crystals. So some thinking was required for each level.
Great work!
This was really fun to play!
Cute game! I like the concept.
Needing too preserve the crystals is a cool puzzle mechanic.
I love this puzzle game mechanic. Too much power, and you lose by default.
i think the explosions stay there for a bit too long
Nice little bomberman style game. I definitely kept rushing to much and killing myself in the explosions haha. Nice game in general.
Good idea, it reminds me bomb chains in Bomberman !
Okay, this is 100% 5 stars for theme, creativity, and gameplay for me. FUN! Very clever little mechanic that made be think. The pixel graphics are charming, and the music is lovely. It's hard to find a music track that doesn't get annoying sometimes, but this music is a perfect balance of pretty and engaging. Puts you in the right mood to solve puzzles, right?
I was intrigued by how you DO NOT want upgrades all of the time. It's actually easier to solve certain parts of the puzzles with shorter explosions, and that emergent detail was so freaking fun to discover. You find yourself counting exact distances to not blow up your gems.
The only "bug fix" I ran into was to consider having the character automatically end their move on an exact grid location? Like sometimes I'd over-run the corridor I wanted to go down, and be slightly frustrated that I had to back track. I noticed that you have some nice "auto correct" so if you're nearly in a corridor, it will slide your avatar onto the grid, but maybe that tolerance needs to be tuned up a pixel or 3?
One mechanic that I thought might be cool for a future iteration would be bombs that can destroy upgrades. I could imagine wanting to strategically keep your explosion shorter. Just an idea. Overall a very solid entry. Thank you!