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Dolls VS Demons's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #5 | 4.033 | 4.033 |
| Story / Writing | #7 | 3.900 | 3.900 |
| Balance (Challenge & Fairness) | #8 | 3.633 | 3.633 |
| Overall | #11 | 3.967 | 3.967 |
| Audio / Music | #12 | 3.767 | 3.767 |
| Visuals | #14 | 4.100 | 4.100 |
| Use of Theme | #21 | 3.500 | 3.500 |
| Concept | #22 | 3.733 | 3.733 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Members
Kit, CryptGirl38 ,Gatomon21xx,PetarS,Siang
Streaming Permission
Yes
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Comments
Insane game to have been made in just 3 days.
You somehow not only managed to replicate Plants Vs. Zombies, but also put new spins on the levels that I'd never seen before that also manage to add to the game loop in an engaging way. Shoutouts to the hammer minigame as well for being tough, yet fair.
Aaaaa tysm!!! Glad you liked it ^^
Incredible amount of content! I had a ton of fun playing through the game and made use of every single tower.
I had two freezes on the web version. These lasted ~45 seconds and made me think I would have to replay the entire game. One occurred during dialogue and the other during Stage 9.
My fingers hurt after the mallet stage. Since mallet speed seems to be limited, I wonder if its mathematically possible to beat the stage mallet only. I get that the intent is to use the towers to help out, but it would be fun to think about. I also noticed some sort of limiter on the rate you can skip through dialogue.
I really enjoyed playing through this game! The VN-esque sections add a lot to both the gameplay comprehension and the small story itself.
The gameplay itself is very smooth and easy to understand. I did notice that there was quite a lot of clicking for the P-items, which is fine - although I wondered if a doll to auto-collect nearby items would add to the gameplay at all. I also noticed the lack of ranged or other special foes, which also isn't an issue in a smaller-scale game. Otherwise, the stages make for fun progression and a lot of variety - and they're both very challenging and very fair. Some were so much fun that I got curious about replaying them later - at least if there was a stage-select of some kind (even via passwords if there's no saving).
Otherwise, everything plays really well, and it's fun to place the dolls and let them shred the foes. The large amount of content already is one of the game's many strong points.
I'm also a fan of the cute pixel art! It's very consistent, colorful, and smooth. It's a style that I enjoyed seeing in the likes of Miracle Voyage as well. Combined with the well-fitting music, everything ultimately came together to create an excellent PvZ-like experience. ^.^
Tysm ^^ You can press the icon that shows you the power count to auto-collect all power on screen, though I didn't convey that too well so mb ^^;
I meant to add a level select, but I kinda ran outta time, I know I should have added one already with a postjam update but I've been too busy with other commitments ><; Really glad you like it anyhow ^^
Insane amount of content for just a 3 day jam. Also the pixel art was incredible!!
i love playing with hecatia's balls
Super ambitious for a jam game. I appreciate how the later levels mixed things up by blocking off spaces with mushrooms. That being said, it's pretty easy for the player to snowball out of control and the game can't do much except feebly send demons while the player is forced to watch them slowly marching to the their deaths, until a new level starts and the demons briefly have a chance to fight back. More things to spend power on would probably help, since the cooldown on building towers and lack of space is the bottleneck. Towers having upgrades seems like the obvious way to expand the game.
Still, it's a jam game, and what's there is plenty for 3 days. Also, Hecatia. <3
Thanks ^^
I was actually planning for tower upgrades to be a thing from the start (Theres even an unused level variable that does nothing for each doll) but I ran out of time before I could do anything with them. Though I'm not sure it'd fix the whole snowballing issue since you'd just be able to upgrade the alice dolls for extra power, are there any other ideas you have that could help balance it things?
Ty for the feedback ^^
I really don't know how to make games like this interesting. Obviously, the enemies would need to be stronger to compensate for the upgrades.
Why am I not surprised lol.
Hey another PvZ game! Been waiting to play this one. Really like the pixel style! That coupled with the cute portraits and dialogue make for a fun little story.
Gameplay wise I was really surprised when i saw the prices increase the more I used a doll, but it made sense once the mushroom economy became a thing with Medicine. Very interesting to see the enemies get hitstunned as well, initially I didn't like it but once the hordes started coming I came to appreciate it. I'd say my one complaint is how Cirno takes 40 hits to defeat a basic demon! That's insanely low damage since she can't solo a single one without the use of Aya, which makes starting off with her kind of obsolete. I'd like if the little idiot could defeat one on its own otherwise I see no reason to place that doll as opposed to just using a Reisen, or better yet a Hecatia. It's a whole "a defeated demon is better than a slowed one" debacle. My only other issue was how placing on the frontmost column was not ideal at all. Dolls cannot target demons that are damaging a doll from all the way up there, not even Aya will activate until they walked past her.
Otherwise? Really enjoyed going through all the levels, played on the web version so no speedup for me, but I can imagine that helps when there's 6~ or so seconds of nothing after defeating a wave of demons. Would love to try out the freeplay mode for when that's done!
Oh almost forgot to add, really like how the music changes between the first few levels and after the minigame. Adds a little variety which is fun
Thank you ^^ Cirno taking so long to defeat a basic was actually intentional since the idea is that they're used in combination with the Reisen dolls, I may have undertuned it a bit too much though, so I'll have to give it another look and find another way to balance it, since I feel like it might be broken if they did half damage as they are rn (maybe a cost increase?)
Also, im gonna be fr, I didnt really consider the front row while coding it, which was a pretty big error on my part, I'll see what I can do to rectify it once I'm able to update!
Tysm for the comment ^^