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Doppelgänger's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #6 | 4.240 | 4.240 |
| Theme | #12 | 4.040 | 4.040 |
| Overall | #13 | 3.840 | 3.840 |
| References / Humor | #17 | 3.880 | 3.880 |
| Gameplay | #27 | 3.400 | 3.400 |
| Ambience | #29 | 3.640 | 3.640 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun game, the idea was creative, the polish on art and music were really nice (the rooms looked very good especially), and it was cool to have a fairly complete little game. The ending got me real good, I wasn’t expecting that and gave me a genuine laugh.
I generally enjoyed the gameplay and didn’t mind the deaths at first cause bosses keep their HP loss, though by the final fight I started brute forcing with how bullet hell it gets combined with almost non-existent i-frames. It was tedious farming at the end without having read the tip though, so I would suggest adjusting the cost at the end (maybe after you’ve done it once) or making the info more obvious in game cause I didn’t know you could leave the corpses to loot later.
Nerissa’s fight felt really easy where you just stand in a certain spot under and can’t be hit by her while spamming attacks…until the sixteenth notes drop around you and you get comboed to the bottom of the room and just die. Unless I missed someting obvious, I would suggest a change in her battle style to be more engaging.
I also had a few minor comments, one is about the camera in the Shiori battle room scrolling down, it gets kinda weird on the second phase when Ceci spawns and immediately gets hit down to scroll the camera to outside the room. Second is while I think the inventory mainly being flavour text is fine, it feels like it should at least be some kind of pause screen since it locks all your controls anyways but you still can be attacked while it’s up.
Otherwise, great work, I really enjoyed the game!
Thanks for the feedback! Glad you enjoyed the game
Cool game and cool chininigins, its petters off a little at the end though
And the little green guys seem to REALLY hate roses for some reason.
Your writing is fire. Now I know, if I get a time machine, don't get rich through lottery numbers, just get rich through doppelganger combat. I enjoyed playing! (*gazes in horror upon the masses and masses of dead grem bodies CC slain for the big grem boss fight*)
999 IQ submission from a hilarious bit of CC wisdom. Bosses were a bit tedious but I can't complain too much when I can always come to bargain again. The ending was pure gold and tied up the game in a perfect little bow. Stellar work
The pixel art is really nice!
The music is also well done!
The multiple self concept is also really well implemented. It was fun to discover, little by little, what had happened in the past that caused the end of the world.
For the boss fights, I mostly facetanked them.
In Rissa's one, I think I got lucky with the notes, because I just stood diagonally from her and kept hitting her for probably 90% of her HP. Then she changed to double notes and that was the end of me in that run. Next run I got combo'd before I could land 2 hits. Eventually she went down.
For Shiori's, I found a safe spot again diagonally from her, where I could sit and get her HP down to about 40-50% before more novelites spawned.
Fuwamoco's was the easiest as I just stood my ground and hit Mococo. She couldn't get close enough to hit me before my next attack pushed her back until her HP went down to 1% and switched with Fuwawa. The it was just about running around and waiting for another Mococo hit. XD
I honestly knew I'd have to die a bunch of times to progress, so I didn't mind the chattino bombardment or the flower room doing a touhou barrage on me. XD
The ending was great! I was too surprised to act, but I wonder if I could've ran away from CC or beat her and become "the one" CC.
Some improvement suggestions:
- I got combo'd to death by Nerissa's double notes attack. I feel longer i-frames after taking damage would help give the player a chance at dodging and getting back into the fight.
- I don't know if it was intended but I failed to defeat the big grem in my first timeline (got it down to 20%) and when I came back it was not there anymore. Every other boss-like enemy was there when I came back after dying, though.
- I think it would be nice to limit the number of explosion SFX that can play at the same time. I somehow managed to get an army of otomo with me into a boss fight and they all exploded at once, making a LOUD noise.
Great game!
Bonus: Look at all those bodies... what a massacre it was. XDThanks for the feedback! In regards to the big grem, it looks like you're the second person who's had this issue, but I have never been able to reproduce it myself, so I'm really stuck trying to figure out what causes it. Do you remember if there were any grems spawning in the courtyard at any point where it was gone? Or if the trees grew back? And when you looked for it, were you checking specifically in the area 1 year ago?
I'm glad you enjoyed the game, thanks for playing!
I can't remember the details about grems or trees.
I think I went 1 year back one more time to get my revenge... but now I'm not so sure anymore, since I spent most of my playtime fighting the bosses that were more in the past.
This was a super unique idea, and its crazy to think that it stemmed from an offhand comment Cece made one time.
All of the systems at play here are super impressive and culminate in an awesome take on the theme!
The art, music, and writing are all fantastic, especially the twist with the final boss, I totally wasn't ready for that.
But I do think the combat can really weigh the game down at certain points. I had to cheese the Rissa fight by stepping in and out of her attack range, since they didn't spawn at the top of the room. I came to the comments to read the clarification you left on the rest notes, but it was after I finished the fight. Great idea, but if you don't know sheet music, that's not even something I would think you would consider, unless you noticed that the notes didn't do damage. I wasn't so lucky, and mostly just got caught ping ponging and stunlocked by the music notes until I realized you could walk out of her attack range.
Shiori had a similar issue for me, it was really difficult to weave around her projectiles, so it really just boiled down to me throwing myself at her until she died, since her health didn't reset.
I know the combat was intended to be difficult, which is fair, but it didn't really feel satisfying to finish off those two fights - I just wanted to get it done by the end.
I do think some slight i-frames or damage immunity after getting hit would help out a lot while still keeping the majority of the difficulty already present in the combat system.
I think I also somehow managed to erase the fat grem from every time period despite not killing him in any of them. Not sure if homie was just supposed to leave, but he peaced out for me and I couldn't finish the fight against him, which is small in the grand scheme of things, albeit a little confusing.
But otherwise I think this was an insane project to put together for the jam and deserves so much praise for its originality and unique ideas. Great work!
Yeah I've received a lot of complaints about the combat which I think are fair and I'll be making some changes for sure once the jam is finished. I'm glad you were able to complete the game anyways and enjoyed mechanics/story. Thanks for the feedback!
Concept is exceptionally clever. The ambience and the whole idea was giving me existential nightmare (in a good, anime tragedy kind of way). I feel like the combat system definitely requires a good lookover but its current form can be forgiven. Also ran into some odd bugs here and there, but for a jam this was very well constructed. Superb entry!
This is such a cool game! The time traveling shenanigans are awesome. I have always been such a big sucker for concept such as this so this is super cool to see. It's very twisted too, as in the end, this event doesn't exist. And, everything will be just another weird incident of CC having kill her evil doppelganger, never learning about the story behind it... Depressing.... The existential crisis...... Love it!
Sometime the dialogue box obstruct too much of the lower part of the map, lowering its opacity would be nice. I think moving the controls to the main menu would really do nicely too, since it's necessary think to know.
Overall, good game with a pretty dark story!
The time travel concept is interesting but the gameplay is pretty difficult as explained. I wish there is a way to have some upgrades early to make the grinding worth while.
This honestly feels like it designed to feel terrible. There are just so many moments that randomly punish the player with no recourse. This does make the time travel more likely to come up, but it still means that most of the game is miserable to play. The point I stopped at was Fuwamoco, just cause I had no interest in fighting a boss that is absolutely guaranteed to damage the player (when swapping) multiple times with no likelihood of nearby healing.
Also, I don't think the player being familiar with other stories involving time travel would matter at all. Nearly all the stories I've seen about time travel have more limited mechanics and most of them establish paradoxes. Furthermore, the only character I've seen that's so quick to murder themself was Rick Sanchez. I have trouble even imagining Cecilia purposely putting herself in that situation. Rather the closest comparison I can think of is actually The Prestige (the one adapted as a Christopher Nolan film).
FYI FWMC has a fairly long telegraph before they swap because Fuwawa stops attacking for like 5 seconds before it happens. In fact every single boss should be pretty reasonable to do hitless besides Shiori, maybe I’ll make a vid at some point. Also there should be like 5-10hp worth of pots around the map.
It's not a telegraph to stop attacking for a long period of time, especially if she's not in view at the time because of trying to get away from her shots. Also when I said "nearby" I didn't mean in the same map. I meant close enough to not risk too much damage trying to get to it (both from the boss shots and from the otomos). More importantly, though, I can't take the claim that the bosses are "reasonable" to do without taking damage seriously when the first boss has exploding otomos in pots in a room that it constantly covers with enemies and the third boss has the randomly targeting jetpack enemies that the other commenters have also complained about.
Here you go. Every single boss hitless through and including FWMC, in 16 min. Would have done Nerissa and Biboo too but my changes to reset the boss HP after each death broke with FWMC's shared HP bar so she kept respawning, and I figured since that's as far as you got this proves my point. I'll make a proper "Radiant" difficulty for the game and beat it with the 1.0 Patch I'm planning to drop after the jam ends but yeah. Every single boss attack is not only dodgeable, it's not even that hard considering this includes my practice runs.
This honestly feels like it designed to feel amazing. There are just so many moments that randomly reward the player with no recourse. This does make the time travel more likely to come up, but I love time travel so it still means that most of the game is awesome to play. The point I liked the most was Fuwamoco, just cause I had a lot of interest in fighting a boss that is so incredibly telegraphed (when swapping) multiple times with no likelihood of getting confusing to play around at all.
Also, I love that the player being familiar with other stories involving time travel does not take away from the experience. Nearly all the stories I've seen about time travel have similar mechanics but most of them establish paradoxes diffirently. Furthermore, I love Rick Sanchez and therefore have high IQ. I can absolutely imagine Cecilia purposely putting herself in that situation because I actually watch hololive from time to time. I also watched The Prestige (the one adapted as a Christopher Nolan film) but not the actual time travel Nolan movie Tenet cause I hate time travel.
This is insanely fun, I still haven't completed it after 2 days (skill issue) but I really want to talk about it.
The main mechanics of the game go perfectly with the theme, I really enjoyed the fact that even if you lose against yourself you end up controlling the other you.
The art is super cute and the music gives it a very nice feel.
In one of my playthroughs I found myself stuck on the room to the right (with the otomos in the jars), they all exploded and I found no way out of the room, not sure if something else was supposed to trigger but after a few minutes of trying to interact with things I just refreshed the browser to play again.
Overall I love it and will continue to play it until I complete it, and then I'll start wanting a sequel :D
Cool thanks! I'm curious as to how you got stuck on the room on the right, was it at the very start of the game? Because there is a bit of a railroaded tutorial at the start where you are supposed to learn that you can loot corpses from your past lives so the doors shut until you do so). So if this happened at the very start of the game there might be some issue with the flags, if it happens again could you send a screenshot of the game and your inventory and I can try and figure out what happened. But glad you're enjoying it, I can't wait to see your reaction after you beat the game and experience the ending.
I'll try to replicate it later today, but what I did for it to trigger was to only do the 1st option to return to the past until I had enough coins to get the last option and went directly there to see what happened, then I went up, died to something and then went to the right instead and got stuck on the room after the otomos explode.
Yeah that would do it lol I expected people to go back one year first, thanks for the reminder, I'll fix it.
I think it's hilarious the otomos can kill you by "helping." I think the Nerissa boss was the only one that felt unfair because if you get stuck between two double 8th notes, you ping pong back and forth and die immediately. The others were a good challenge and felt about right. My main question is: how many paradoxes are there with the amount of self destruction going on? :P Great job with the concept!
Thanks for playing! And to answer your question, the answer is either infinitely many or none, depending on how you define it. The model of time travel I use doesn't place any restrictions on causality once you've gone into the past, which basically bypasses the notion of paradoxes entirely. As you can see from the game it can lead to pretty insane consequences, if you want further examples you can read the Pathfinder series by Orson Scott Card, which has pretty sophisticated time travel mechanics and was one of the inspirations for the main mechanic in this game (note I'm not sure about the quality of the books in general because I read them a long time ago, but I remember the time travel stuff because it stood out to me as being really interesting).
Wow, this game is HILARIOUS. I love how you incorporated the theme of time. I died a shameful amount of times.
I also got stuck in a wall after taking some knockback, which is a funny bug.
Great game with innovative gameplay tied to the theme. Once I stopped caring about dying, I enjoyed it much more. I also cheezed the last 3 bosses. Stood to the left of Biboo and she only shot right, stood above Nerissa and kited, and found a fuwawa blindspot and wailed on Mococo.
Thanks for playing! And I wouldn’t say anything you did is cheese, figuring out ways to make fights mechanically easier is one of the things I really like in games, and I wanted that to be the case here as well. Glad you enjoyed it.
Very good game. Final twist was great. The only thing I didn't understand Nerissa's fight at all. I found 1 note that don't damage me. I probably missing something. FWMC that can swap with each other good idea. I have same one for my other game (not in Jam). Ceci related games this Jam so good :D
Thanks for playing! Also FYI, Nerissa’s fight has both notes and rests. Rests are used in sheet music to indicate a period where no sound is being played, so they don’t do damage. It’s something only a musician would know, so I wasn’t sure how well it’d translate for anyone else, but I’m glad you were able to sorta figure it out and beat the fight anyways.
Very fun game! Beautiful art and awesome music! The story is funny and interesting until the end. Love the "double it and give it to the next person" mechanic.
The only thing I would suggest is implementing some way of avoiding stun-locks upon getting hit, either by disabling enemy and projectile hit-boxes or giving a global invulnerability timer to the player for half a second. Without this some fights become frustrating, like the Nerissa fight. Other than that this game is amazing! Love the ending putting a neat little bow on the joke lmao.
Thanks, congrats on being probably the first person (other than me) to finish the game! Glad you liked it.
Really cute sprite work, love how its very 2D zelda inspired. The idea here is pretty interesting.
I do think the amount of hostility in general in this game is a little too overwhelming currently. The grems are too fast with minor knockbacks, the chattinis and otomos randomly explodes, the flower just bombards you with projecttiles and they revives too quick.
Not sure if it is just me, but I am not getting any audio.
Couldn't make it too far, I'll prolly need to come back and try again later.
Same here.
The idea was really cool, but felt like some places got slightly frustrating.
For example, every time you have to go back in time, you first have to claim the corpse, then you can travel back, most likely with low HP from some of the hazards. It slowed down the pace a lot i feel.
The first one that comes to mind would probably be the falling Chattini, not knowing where they will fall, makes it pretty much up to luck if you get hit or not most of the times, specially since they fall quite quick. On the paintbrush boss this was really noticeable and pretty much ended up entering the fight on really low HP.
The tutorial fight, while short, became a little bit annoying too since the attack is really quick and she attacks at the same speed and range as you (which makes sense i guess). In the end i resorted to cheesing her with the bookshelves.
A weird bug i found, on the first fight, at some point 2 CC spawned when i wentback in time, i died, which made me turn into one of them, then that one died, and after that pretty much all CCs i fought afterwards were invulnerable. Had to reset the game to progress.
The bossfights themselves were simple but fun, not much to say.
The concept felt really cool and interesting, and it tied well with the mechanic, the art is really cute, and the items descriptions were really funny too. At some point, I was completely lost on how to get more coins (after the brush fight), so I kind of wandered around until i gave up. Will probably be trying again after grace period so will be looking forward to the changes.
Also the otobombs are such a menace lmao
This game had me on the edge of ragequit. I cant even tell how many times I DIED. I also got stuck after getting the painters brush :(
If you wouldn't mind, what were you stuck on? I plan on shipping a balance patch tomorrow or the day after so any feedback is appreciated
Interesting, and the mechanics are elegantly introduced. Nice!