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A jam submission

Dokibird's Dragoon GetawayView game page

Capture those Dragoons!
Submitted by David Wu SoftDev (@SoftdevWu) — 11 hours, 54 minutes before the deadline
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Dokibird's Dragoon Getaway's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#44.4334.433
Overall#163.8473.847
Creativity#244.0004.000
Gameplay#333.6333.633
Ambience#343.8333.833
References / Humor#523.3333.333

Ranked from 30 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?
A chain reaction of explosions is the core gameplay. The ending scene also has some relation to the jam theme.

Showcase / Streaming Opt-In

Yes!

I give consent.

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Comments

Submitted

nice implementation of Dokibird’s sharpshooting!

Developer

Thank you for playing! Glad you liked it.

Submitted

Finally full cleared! Super fun concept and extremely well polished. The tutorials are especially well done and explain the gameplay really well. I also felt bad shooting the wisps until one of them blocked my dynamite shot, making me redo the level XD.

PS: I think I found a bug where if you put the dynamite on the furthest points on each side, they will trigger each other. Happened to me when I was trying level 9 specifically but I think it's probably just generic.

Developer(+1)

Thank you for playing!

That wisp did exactly what I was hoping it would do to a player: Be a nuisance and disrupt their plan! XD

Hmm... I think I know how that bug is happening. I didn't account for that situation when testing. :P

(1 edit)

This was super fun! I beat it 100% and am only sad that there aren't more levels. Really addicting. 

Developer

Thank you for playing!

I would've loved to add more levels if I had more time, but in the end I decided to go with a short game experience.

Keeping it short also makes it more likely that more players get to see the ending. :)

Submitted

Umazing!

Developer(+1)

Thank you for playing! Glad you liked it! :)

Submitted

I feel like you can sell this game on Steam already XD

It is impressive that the game data persists on the web version. How did you do that?

The 7th achievement is a bit inconsistent, my first few attempts of... "turning off" Crowki vision had no effect. But the gameplay is unique and the tutorial is helpful. Good job!

Developer(+1)

Hmm... I don't think enough people would pay for the game to make back the money I would have to pay to publish there. XD

The web saving is handled by Godot. I'm just saving a text file to the local storage and Godot internally maps it to the browser's internal database or, if running the desktop build, to a folder in the local PC.

There could be some conditions that cause some achievements not to trigger, such as the Crowki vision one. There was not enough time to thorougly test all possible situations so it is expected some small bugs made it to the published build.

I'm glad you enjoyed the game! :)

Submitted

Ahh... I thought writing to the "user://" folder only works on desktop builds. Learned something new today :)

Developer(+1)

Yeah, it is stated in the Godot docs.

"On HTML5 exports, user:// will refer to a virtual filesystem stored on the device via IndexedDB. (Interaction with the main filesystem can still be performed through the JavaScriptBridge singleton.)"

https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#accessing-pe...

Submitted

Big agree with other comments about wanting pathing for the dragoons, objectives pre-declared, and feeling that some cutscene parts were long, but overall really good and well made! I liked the literal use of 'bird's eye view', and the accessibility design and player consideration was very thorough.

I personally wasn't a huge fan of the wisp shooting mechanic because it felt to me like trying to play two minigames at once instead of a fully incorporated element to the main gameplay, but that's personal preference.

Sometimes if I saw I was failing and didn't hit the retry button quick enough I'd get the doki peace sign scene interrupting me, even though I failed/had dragoons escape, then had to pick the retry button again after the cutscene.

I felt bad about shooting the wisps, not sure if I missed whether or not there was a lore reason for us to be killing them, Mints anguished death cry was funny but it made me feel a lil evil lol.

The ending cutscene was cute!! I thought the theme was already obvious/well implemented into the gameplay but the extra little bit from that lore was a really nice touch!

Developer

Thank you for the detailed feedback!

Don't worry about the wisps! They are already dead, you're just helping them pass on. XD

They were added to the game as an element to throw the player off and as an unpredictable obstacle. I had to add some chaos in there because the game felt slow and boring without them.

Of course, having a large number of play testers would've helped figure out ways to tune the game so that it hits the right spot.

Oh and about the death cry... the original plan was to add a silly Mint spooky voice going like "wooo~" to make it sound funny and playful but I didn't have time to go hunt for it so I ended up using the next best I could find during the limited time of the jam.

I'm glad you managed to see the ending scene! I put it together almost in the last day of the jam. I would've loved to have someone voice act Doki's lines but unfortunately there wasn't enough time to do it.

Once again, thank you for playing! :)

Submitted

I got all the achievements and I gotta say: Man, incredible amounts of polish for a jam game! It seems people already analyzed the game very deeply in the comments so I won’t repeat things they said but one thing that stood out to me was the countdown. When you keep failing a stage and retrying over and over the countdown starts to feel very long and I kinda wish it could be skipped.

Developer

Congrats on getting all achievements! I'm glad you enjoyed playing!

Hmm.. I never thought about making the countdown skippable. This is why getting other people to test your game is so important. XD

Thank you for the feedback!

Submitted

Obviously a game from this developer would be pretty polished and appealing, and I enjoyed the concept, but didn't quite love the way it was implemented.

I'll start with my issues and then follow it with my praise.

Personally, I thought the "Crowki-eye" view was too small or positioned weirdly in the UI, and found it frustrating trying to split my attention between it and the aiming view, which (at least in early stages) is less important. I think this is the kind of thing that is easy to address (in that there's nothing inherent to the game that makes this a problem), but is difficult to actually adjust (because people are different and so many little tiny tweaks can make a huge impact on experience). I didn't personally find the gameplay to be that interesting, but that may simply be about the frustration of the screen-juggling/my personal preferences in puzzle games and I'm not docking points for that or anything.

This one made my computer fan go "VRMMM," but, as the page indicates, you're aware there are some spikes.

Okay, the praise part.

The ambience is great and it's clear that the developer just "knows" the kind of humor or style that fits well with VTubers in general and is coming at this from a fan perspective. It's very game-y in a fun way because it's approaching things "gameplay-first." (Why shoot at barrels instead of just running toward the dragoons and grabbing them? Because that's the gameplay! It's a puzzle game!)

The theme of chain reactions is incorporated very simply but quite thoroughly, which is harder than it sounds, because making a game jam game about "chain reactions" could quickly become much more unwieldy than desired. I would be a little surprised to learn that anything major was cut from the initial vision of the game to this. It seems scoped cleanly and neatly.

I know a lot of the assets (music, models) are third-party things, but I thought they were chosen very well. The main menu theme is a great find and all the pieces are used in a way that coheres.

This game has my favorite implementation of a reference that I've yet seen in the jam (working my way through the queue) and for that alone I think it deserves a medal. It's a very simple, elegant joke deployment that made me smile.

To summarize: I thought the game was nice, nailed the brief and a particular sense of humor, and was quite polished, but personally didn't vibe with it much, possibly because of some UI issues or possibly because it's just not my kind of puzzle game.

Developer(+1)

Wow! Thank you for the lengthy and detailed feedback!

Was the Crowki view too small even after playing in full screen? Hmm... maybe I should've considered some kind of accessibility setting that allowed the player to resize it to their preferred dimensions.

This is one of those things you can't notice unless there's other people playing your game but unfortunately I was pretty tight on the dev time to have any chance of getting playtesters to try the game, let alone incorporate their feedback into the final product.

Thank you for playing! :D

Submitted (1 edit)

You're so welcome!

Yeah, I think the issue for me is size + position of the window combined with the activity. I think my best comparisons are to film/TV. It feels kind of like a movie violating the 180-degree rule and jumping across the axis of action, or a TV show using a bunch of quick cuts in an action scene where the intended focus leaps around the screen.

I have a possibly bonkers suggestion which might be terrible, but might be interesting to try. It occurs to me that if the window were somehow linked to the cursor position, it might feel a bit better? As is, the flow is: eyes on cursor -> flick to Crowki View to time -> flick back to screen and locate cursor and change position -> flick back to Crowki view. The Crowki View having a consistent relationship to the cursor might help? I agree that in lieu of that (or some other approach) an accessibility feature might be a welcome addition.

Submitted

Spot on with the theme for this one! I had a fun time playing! The chain explosions were really satisfying to time properly.

Developer

I'm glad you had a fun time! :)

Submitted

The gameplay and mechanics are insanely good.  full 5-head moment.

Developer

Thank you! I'm glad you enjoyed the game mechanics.

Submitted

This is my favorite entry so far. I like the art, the way you explained the gameplay in the game is perfect. The UI is good, the sounds are nice, it could really make for a nice little phone game! The only problem I encountered was that despite killing all the dragoons in level 3, the UI didn't show. It could be because of the browser. I didn't let that influence my voting tho! Great game, good job!

Developer

Thank you so much for the kind words!

I personally think my game is not up there with the best I've seen in this jam, but I'll take your compliments. :)

About the UI bug, it happened to me once while testing but I could never replicate it so I unfortunately haven't figured out why it happens.

I suspect it has to do with multiple dragoons getting hit at the same time not being counted properly in the game logic and the game thinks there are still dragoons running even though all of them were either captured or escaped. It could probably be fixed with additional status check logic but since it's not a very frequent bug, I'll leave it as is for now.

Submitted

Fun and intuitive game! Wisps were a curveball but easy to catch afterwards and that was a nice spin!

Developer

Thank you for playing! I'm glad you had fun!

Submitted

I loved the game! The game was really easy to pick up and learn thanks to intuitive tutorials/initial levels.

I really loved adding the wisps into the game, as it keeps the player engaged in the downtime while waiting for dragoons to reach a certain location/explosions to chain -- which was one of the complaints I had with the earlier levels, it felt a little boring waiting for effects to go off.

One thing I will say is that I wish there were more in regards to timing planning for shooting the chain reactions, ie perhaps exposing the explosion timer and dragoon movement speed under one common scale. Maybe I'm just really bad at this, but often times, during the shooting phase, it felt more like luck (I'd just shoot and pray the chains time correctly, since its hard for me to predict chains higher than 2 or 3). If this was the point, to have players master timing strats, then perhaps this feedback isn't useful, but the way the chain explosions portion was formatted, it felt like you were aiming moreso towards strategy.

Anyways, I loved the trophies and achievements, as a completionist I was immensely satisfied unlocking all of them! I especially loved the 7th achievement, I "accidentally" got it within the first few levels and it made me laugh :) I loved the extra touch that happened with this achievement!

Developer

Thank you for playing! I'm glad you enjoyed the wisps and the tutorial.

Good job on getting all the achievements! Wow!

About the timing for the chain explosions, I was debating if I should add a text exposing the exact timings and relation between the bombs and the dragoon running speed or letting the player learn it through trial and error while playing the game. In the end I didn't have time to go back to this and just left it as is.

You already cleared the game, but if you want to know: the time it takes a dragoon to move through a grid square is the same as two chained explosions, or said in the other way, you get 2 explosions per square walked. With this information, you can count how many squares the dragoon will need to walk to reach the interception explosion point and then count how many explosions are in your chain. Then use both numbers to calculate how much you need to wait before lighting up the first dynamite in the chain.

Submitted

Love how your game meets the theme, nice use of chain reactions! Also love how the first few levels guide you through the mechanics, and the achievements are a nice touch as well! Enjoyed the animations, even if I saw the losing one a little too often (my fault I need to be better at games!)  Great work!

Developer

Thank you for playing!

And yes, I saw that animation a lot in my own play testing XD

I guess that's why I put that skip button there (and forgot to add it to the "captured" animation sequence) :P

Submitted

Really liked the animations and the shift from strategy to action. I'll have to admit, the wisps broke my ankles a few times and I lost full clears from them haha. Its all still very clearable though since I got all 26 trophies.

Unique strategy game with the need to prepare a plan and then execute that plan in real time. I did notice a few of the Polygon Wild West pack assets, especially during the scene that plays if dragoons escape. Nice use of adding animation and smoke to the assets!

As others have noted, I'm also glad that the tutorial was thorough since it helped a lot and I also feel that an easy way to know the dynamite requirement for full clear ahead of time could make game progression faster. I overshot the requirement a couple of times since I didn't know how many to use.

Overall great game, super unique, and well polished UI!

Developer

Thank you for trying out my game!

And wow you went all in and got every trophy? Nice!

Submitted(+1)

Yup, fun game!

Submitted

Really cool submission to the jam! I enjoyed the victory and lose animation, with some replayability to get trophies (like her oshi mark) It was very satisfying to sometimes get the chain dynamite shot in the first try after placing bombs. I agree with what was mentioned about possibly showing objectives beforehand, but it was very solid especially for the time given! 

Developer(+1)

Thank you for playing! I'm glad you enjoyed the little animations I made! I only learned how to make them in the last 2-3 days of the jam. XD

Submitted

Very nice!  I like how you executed the chain reactions using the dynamite.  The victory screen starts to feel a little too long when it takes me a few tries to 3-star a level.  And I'm not sure if I simply just missed it, but I would have liked to see the path that the dragoons would take since my first try would always result in a fail as I try to see where they would run.

Developer(+1)

Oh, I had plans to add a visual representation of the path each dragoon would take to the exit (it's always in the same spot at the top right of the map) but ended up not having time to research how to do it and implement it so it was cut from the final game.

I also forgot to add the Skip button to the capture animation. At least that one is shorter than the escape animation that does have the skip button. XD

Thank you for playing! :D

Submitted

Great interpretation of the theme. The tutorial animations and levels are a great help to understand the main mechanics. I like some of the finer details like achievements and having the cursor change color when aimed at something. One of the things I'm not a fan of would be the need to exorcise the wisps to unlock further levels. I can see it being an extra challenge, but adding precision shooting into a puzzle game doesn't fit very well to me. The objectives are also not shown before finishing the level, so I don't know what to aim for at the start of each level. 

Overall, I think the game is executed nicely, especially after considering the limited time available. Good job!

Developer(+1)

I'm glad the tutorials helped! I wasn't sure if the players would understand the game with just written instructions on the game page so I tried my best to include tutorials in the game itself.

I describe the game as a puzzle-shooter, an unusual genre combo that I went for to try new things instead of going for the same I already knew. The wisps were not in my original idea but the game felt too simple without the additional challenge. I felt the game needed that adrenaline surge moment and something to hinder the player while they're trying to time their shot to make things more interesting.

I agree that it would've been better to show the objectives at the beginning of the level, so that the player can plan their moves accordingly and avoid doing replays. Hopefully by the second or third level most players understand that they need to be smart with their bomb placement and aim for using as little as possible of the dynamite stock.

Thank you very much for playing!