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A jam submission

One Bullet DokibirdView game page

Take out the baddies with one bullet! Mint is there too.
Submitted by RiceGnat, Gioba Games (@gioba_art), Nexidava, orcazone, itsjustfrel (@itsjustfrel) — 47 minutes before the deadline
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One Bullet Dokibird's itch.io page

Results

CriteriaRankScore*Raw Score
Doki's Choice#2n/an/a
Theme#24.4574.457
Overall#24.3434.343
Gameplay#34.1714.171
Creativity#54.4574.457
References / Humor#74.2864.286
Ambience#104.3434.343

Ranked from 70 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?
Follow Doki as she uncovers how taking a vacation was almost the end of the world. Chain explosions, blow up some robots, and save your loyal(?) dragoons, all with just one bullet.

Showcase / Streaming Opt-In

Yes!

I give consent.

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Comments

Viewing comments 40 to 21 of 41 · Next page · Previous page · First page · Last page
Submitted(+2)

Immaculate game! The artwork is great, and the writing was well done! The contract from the portait images to the game images was really well done.

The way you have these maps set out, with so many different mechanics. It's crazy how you were able to implement it all!

Masterfully made game!

Submitted(+2)

Good work, jingle jangle!

Submitted(+2)

Absolutely phenomenal work, great job team!

(+2)

Insane that you guys managed to pull together such a standout in two weeks... What a team!

I've been constantly mulling over this one for the entire past week, wondering how far the mechanics can go. It's already incredibly polished, but I want more!! I see potential for many updates and additional content post-jam, and I hope you guys keep working on it. 🤟

Very unique design choices, on theme with both Doki Jam & narratively tied in with Doki's recent vacation too! I'm sure Doki will have such a treat meeting all the new additions to the Dokiverse~ 😎

Banger music, in character quips, and cohesive art styles between each creator; enough that it became criminally easy to take for granted. I had to appreciate the visuals after the fact, as they really helped prop the story as it took take center stage!!

Submitted(+2)

I know I already commented here... But if you have time, I would love to hear the process of how this game was designed. Like, how you settled on this concept, things that had to be changed, how coordinating worked, the process of it all. It is such a solid game, and my personal favorite to win with the upcoming deadline, and so I am curious if you have anything you all want to share.

Developer(+1)

Sure, I'd be glad to!

Once the jam theme dropped we bounced some ideas around, primarily related to chaining explosions for the literal interpretation. We knew we wanted to go for some kind of setup/payoff gameplay, but we weren't sure how to thematically tie explosives to Doki as a character. Once the idea of having one bullet to set off the chain reaction was suggested, everything fell into place; we came up with the robots plotline shortly after that. We originally had the idea for there to be different helpers to set up the board for Doki to take the shot, but in the end settled on focusing on Mint due to her ghosty-ness being a perfect fit.

By the end of the first day we had the rough scope of the game planned out and had begun prototyping game mechanics and storywriting. We had most of the central game mechanics done by the end of the first week, with the remaining time spent on designing the robogoons, the boss, and the stages, as well as fleshing out the game as a whole.

We actually managed to get in almost all of the concepts we set out to do from day 1. I think the major thing we had to cut due to time was a Chonky robogoon variant. We also went back and forth a bit on how to handle the aiming laser precision; that's still not quite completely solved honestly, and we're hoping to improve on that experience after the jam ends.

Hope that gives some insight!

Submitted

Speaking from my own experience making a laser aiming sight in my game, it is only MOSTLY accurate. And I noticed the same thing in your game, where sometimes it is just SLIGHTLY wrong and the bullet goes in an entirely different way. One idea I had to fix this, I don't know how well it would fit in your game by comparison, is if you re-aimed off the wall for each ricochet. Allowing you to kind of control the whole thing. Then saving the angles and playing it all back for the player so they can see all they did in a level. (This was before I added magnetization)

As this is my first game jam, I am curious to hear how do you all find each other to form a team? Friends already? Or is there some kind of "looking for group" that I never knew about? Your insights are very interesting to me, thank you for sharing!

Submitted(+2)

this game blew me away!!!! i am so impressed by the quality and polish :D the art is stunning and adorable, the puzzles are well designed and fun, and the way the story blends in really well with the game play. this is such a creative take on the theme and you guys seriously deserve first place. 5 stars all around!!!! (◕‿◕✿)

Submitted(+1)

Great game! Very creative implementation of the theme. For some reason my cursor keeps on slipping down in the web version. Only when the game window captures my mouse input though, in other windows it doesnt do that.

Developer(+1)

Thank you! We've gotten a number of reports of the cursor drifting, but while we are able to verify that it's a bug of some sort we haven't been able to reproduce it to debug it. We're still looking for possible causes for it though.

Submitted(+2)

Incredible work! the art is amazing and the gameplay is on point! the game is very polished! the story is alot of fun! also lore accurate Doki rizz!

Submitted(+3)

Oh my jesus this entry was past wildest expectations

The gameplay was pristine, as well as the many sound effects and story beats coming together to give a sense of reaction to every choice and decision

I wish there was a slow-mo to soak in the more ridiculous shots, and to wish for more wishes.

Outstanding, and I am really happy and proud of yall for making this in 2 weeks.

Developer(+1)

Thank you!! A slow-mo camera is a pretty sweet idea!

Submitted(+2)

Really great game! RoboDoki stages took me forever to beat.

(+2)

God tier quality for 2 weeks of work. The art, the gameplay, music and history along the plot-twist are really, REALLY good. Top 3 if not top 1

I have only 2 things to say though:
1. It'd be a good idea to have a "gallery" mode or section to correctly apreciate the art without the text getting in the way. I repeated some levels just to re-watch scenes
2. The last 3 shots need too many bounces and it is very easy to lose stability the more they do ( Maybe that's because i'm not smart enough to find the optimal angle and position)

9.69/10

Developer(+1)

Thank you! We wanted to add a CG gallery actually, but didn't have time. It will probably make its way into a post-jam update though.

Developer

Thanks very much for the feedback! 

We have plans for a gallery mode once we're allowed to add new features.

We did go back and forth on the sensitivity a lot - if you disable Reactive Sensitivity in the settings, you can manually control the sensitivity with scroll wheel - maybe that would work better for you?

We also fixed the aim prediction to be more accurate yesterday, hopefully that also helps.

(SPOILER ALERT, MAYBE?)

Thanks for asnwering! But rather than the sensitivity (which is very precise), i'm talking about the level design, since the last 2 levels have WAY too many bounces in comparison to the first 8. I wouldn't know how to describe it, so i'll give an example with my experience:

The first 8 levels requires you to THINK which targets to hit, how many times using the set mechanics & which ignore, and based on that PREDICT where to stand, aim and move things with Mint, using an aproximate mental image of how the bullet would bounce. That's good for a puzzle game because it gives you the sensation of CONTROL and fullfilment of understanding what you are doing and why. (My favourite is the level 7, having to take advantage of a prop that dissapears after the first bounce)

Meanwhile in the last 2 levels (Even if you do that same thinking process and put everything in place) you need to spend 5 whole minutes (if not more) searching for that miraculous pixel that helps you hit everything you need, requiring more luck with the mouse rather than understanding and prediction. That's where my problem is (The worse is the level 9, i'll have eternal nightmares about them...)

I personally atribute that to the amount of bounces needed because of the amount of robogoons and where they stand alonside other props, being more of a level design problem. Aparently the more you change directions, the sloppier(heh) and less predictable the trayectory of the bullet gets, ending with a final image that is more of an aberration that i simply can't understand when you do a succesful shot.

But again, it may be a skill issue and i played it like a game journalist or smt. I'm no expert, if that's the case please ignore this comment.

But the sensitivity is fine, i promise haha


In short: Put the gallery mode, let me apreciate them tidd- *gets shot*

Another very cringey thing that occurred to me: I'm really intrigued by the "right shot" you guys thought of.

We, as players, can only guess at the possible correct answers and therefore try everything randomly until something works. That means there's a chance to complete levels in ways the developers never thought of. Especially considering that the shooting system is much more flexible and not as rigid as, for example, Helltaker's movement system, where each level has one and only one possible solution.

But what about the solution YOU had in mind? I'm curious what would be the solution you prepared for the last 3 levels (because those levels have a much steeper difficulty curve compared to the other 7)

Maybe it's unreasonable to ask this and defeats the entire purpose of the game by revealing the answers, but could I ask for a video tutorial with the "correct solutions"?

As a simple way to assure players that it's our fault and not the game design if a level takes longer to complete
(I'll go die of cringe after basically anouncing "game too hard, please give monkey easy mode", bye :v/)

Developer

We actually posted a pdf with example solutions on the game page a couple days ago, hopefully that's what you have in mind.  Some of these weren't the original intended solutions, but rather optimized solutions for ease of completion, but they're approximately the intended solutions in most cases.

Developer

Hmmm, gotcha - this is very helpful and thoughtful feedback, thank you very much!

If we do work more on the game after the jam is over, I'll try and take this into account.

Submitted(+2)

I beat the whole game on my own. Had to take a break after level 10 to rest my arm though.

The whole thing is so beautiful man 😭 The sprites, the portraits, the animations. I want to see more stuff made by this team. The gameplay though gets annoyingly difficult towards the end. I wish instead of holding right click, we could just toggle the aim mode, and then use the keyboard or something to fine tune the shot. The “gameplay” ends up being more about how slow can you move the mouse/how low can your dpi get than the actual puzzles themselves. Like I know the solution I am trying to achieve will work but I can’t aim that precisely even with all the settings that do help a lot.

With that said, I wouldn’t be mad in the slightest if this ended up winning the whole thing. Great job all of you!

Submitted (3 edits) (+2)

This is a ton of fun; cool puzzles, great writing, so much exciting juice. The targeting is so satisfying, I could play a dozen more levels on that alone. My favorite levels were definitely ones where mint had plenty of moves and doki is putting together a clear plan, vs mint having to make her 1 move then trying to get doki to pixel perfectly aim.
only bug (edit: wasn't a bug for the game my b)

Submitted(+2)

Visuals are top-notch.

Audio work is excellent.

Narrative 10/10.

Gameplay: super fun, right down my alley.

And it fits the jam theme like a glove.

I cleared all levels except 11... I couldn't figure out the right solution to that one after 30 minutes of trying different angles and moving different objects to alter the bullet path. But that didn't make the game any less fun!

Definitely one of my favorite entries of the jam!

Congrats on making such a beautiful game in just 2 weeks! Excellent work, team!

Submitted (1 edit) (+2)

How is it even possible to make quality like this in just 2 weeks?
 

(+3)

Jesus fucking christ. The dream team cooked. 

Submitted(+2)

NOT THE ROBO-YURI!!! Well polished game that feels like a full experience, and a very satisfying, in-depth system.

I'd argue that it's a little too deep, and by that, I mean that there comes a point in the game in which there is way too much lag when aiming and micro-positioning required after multi-ricochets that makes it nearly impossible to meaningfully plan around, let alone execute even when you have a solution.

It's fundamental to the design because of the way geometry works however, so it's not necessarily something that can be adjusted beyond a certain point. I think a range visualization for the explosive barrels would work well too!

Submitted(+2)

games very polished like, REALLY feels like something real. There's always a feeling you'd get from any other game jam game where you can tell it was cobbled together for a specific theme. Perhaps its the artstyle, or the choices made in designing everything? It really shows me how consistency and color can make a game feel whole (something i find myself struggling alot). Maybe next time il just get an artist teammate lol. The puzzles are difficult, which sort of fills the game up, as in its not a game i play and get over, but a game i continue playing you know? the only thing off for me is the text font idk why but anyways fun and i gave up at the first boss so uh yeah.

Submitted(+2)

I feel a kinship with this game because I was originally trying to make nearly this exact same thing. 

  • The spritework is amazing. Lots of charm and character!
  • The level design is great! (Up until the multi-hit dragoons came in at least.)
  • The audio is amazing, masterful even.
  • The controls are responsive, But the bullet does not always travel the way it says it will.
  • The levels get seriously unreasonable, and it feels like you are just aiming randomly by the end and hoping things work out instead of using any kind of logic.
  • The egg bots especially hurt the fun, because trying to make the bullet come BACK to them is really not as fun as "ok and the line connects through them, onto the next one." and it drastically reduces options and fun.
  • The final boss is not the same in this way, as the multiple hits actually feels good here. But they also have way too many enemies to clear out in addition to the boss, that its to the point the boss isn't even the goal anymore.
  • Your story writing is fantastic, art direction fantastic, setup, ambience, and humor are perfect.

Beyond a few issues like I mentioned, everything is truly absolutely amazing. I think I found the favorite to win the jam. And I have no doubt in my mind that you will place highly, so at bare minimum expect a prize!  As a catgirl Vtuber, I greatly enjoyed the catgirl part! That was my favorite~ Absolute gold~ Here is hoping you place first!

Submitted(+2)

Fantastic game. Loved the visual and sound design. Admittedly I could not solve the final levels for the life of me. Just couldn't find the angle lol. 

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