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bunndan

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A member registered Jul 27, 2025 · View creator page →

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Ahh that makes sense. I am on a 1440p monitor. Thanks for the info!

Congrats on getting #1 in the Doki Jam! Well deserved!

I'll be looking forward to any of your future game jam releases as well!

Love the beautiful artwork! It's so well drawn! Hopefully we can see a completed version later on!

The gameplay was fun as well. Really well put together!

Pretty fun game! Controls are smooth and love the art aesthetics!

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!

Great game! The artwork and vibe is so nice. I loved the facial expressions you used! It was nice having Mint along helping with any tutorials through dialogue. My favourite is the death screen with Nimi <3

The controls did feel a bit slippery and very fast paced. And the bullets do clip slightly past the floors, so I could hit enemies while underneath them if I angled it right.

A really good rhythm game! It feels so fun to play. The art style is super cute! Love being a Dragoon waving my penlight around. I appreciate the different difficulties too (that Beedrill one XD).

Great work with the game!

Nice mechanics. I like the utilization of good SFX and hit markers. Some of the puzzles was quite difficult at first. I like the use of chaining the bombs.

It's funny when you shoot, and then enter a building, your hovering arm is left over XD

Fun game! I like how your own bullets can harm you, so you have to be strategic on if you shoot a lot or not. I opted for shooting as much as I could and dealt with the consequences XD.

The pixel art images are well drawn. Great work!

A really fun game! The mechanics was simple to learn, but hard to master. Really fun to try and get a huge ball and then pop it. I love the artwork!! Doki and the rest of the crew look fantastic in your art style. The in-game layout was lovely as well. Focused, clean, and shows all the important information.

Though at one point, I wasn't able to connect any more balls together. I get the sounds of them connecting, but no lines were formed and they didn't do anything. I ended up having to refresh the page to fix it.

Thank you for adding so many features too. It made it feel like a complete game.

Great job on the game!

Fun puzzle type game. Great aesthetics and the BGM lends itself well for the more relaxed playstyle.

After the initial lag, it worked really well. It was cool having to equip different powerups to solve each map.

Want to start off saying that the art work is BEAUTIFUL! The pixel art shines so strongly here. Doki and Mint's portraits are so pretty, and their smaller pixel art form is also cute! The animations for every single thing was immaculate and works so well in combination with the backgrounds.

I love the theme of jumping into different folders/game worlds. 

It's nice that we still get to progress the story even if we lose one of the levels.

Honestly a great package through and through! Thank you for such a wonderful game!

So many fun VTuber interactions in this! I love the artwork for each one! 

And it's great that you put out a walkthrough for this game. It's really helpful if we get stuck, so it allows us to see the rest of the game. Thank you  for that!

It was such a great visual novel!

The artwork is immaculate. The backgrounds were all so detailed. Mint and Doki are both super cute!

The writing was so well done. The way things were described wasn't over the top, but had a poetic overtone. 

The music is nice and relaxing. It set the mood very well.

Thank you for the fun experience!

The introduction scene artwork is really nice! I like how D.A.D. sits on our head and can shoot fireballs. 

I accidentally killed a tutorial Dragoon XD

It was a bit hard to move the boxes onto the buttons. If I walked straight at them without stopping, they just bounce off the back, and I had to struggle to push them back up onto the ramp.

It was also hard managing to fight the enemies. Our bullets seems to counter each other out, so constantly having to strafe to target them was difficult when there was more than 2-3 enemies.

I really like the art aesthestic in this game. The way the enemies moved added to it. The controls are smooth and responsive.

I think it's a bit too dificult. Initially I died on wave 1, but even trying to play smarter, the start of wave 2 overwhelmed me with bullets. That, or maybe a bit of short invincibility after taking hits.

Good game nonetheless!

Nice opening cutscenes. And the menu and interactability was made well. Cool implementing leaning! The first thing I did was run up beside a barrel and explode it in my face XD

It would be nice to have some hit notification when you shoot a Dragoon.

Also I couldn't quite figure out the kick timing. It seems that whenever a Dragoon charges at me, I try to kick, but I still end up getting hit. But after, yeeting them was satisfying.

I like the ambient music. Very soothing and fit the chill potion making theme. I also like the cute Wisp in the starting screen.

If I may give some feedback:

  • I think the cool down time for the cauldron takes a bit too long. 
  • I also couldn't figure out other combinations other than the basic blue + yellow crystal thing. I kept trying to ask the Wisp for more help but they just looped the introduction dialogue.
  • The tooltips for whenever I hovered over an interactability was also oddly aligned near the right side of the screen, almost off my screen visual.
  • It would be nice to have some feedback whenever a button is pressed. When there's no reaction in the cauldron after putting in tons of ingredients, I didn't know if it uses them up or still keeps them in it, so I just clicked the reset. And after making an essense, the other button to the side didn't really show much either.

A fun game. It was definitely hard to aim my shots to ricochet them. I felt it was quite easy in the early game. I didn't really understand how the powerups works, as I ended up shooting whatever came to me, and some times I ended up with a right click shot.

I like the active reload mechanic. Made managing my shots a lot easier. The tutorial was a bit long.

Great work!

Cute soup making simulator. I like the short interactions with the Dragoons. It was a very comfy game. I like the different types of soups.

Some times it was hard adding ingredients to the soup bowls. But throwing the failed bowls at the Dragoons was fun XD

Opening scene: "Draw me like one of your french girls"

Good game concept. Seeing tons of giant Tomatos falling from the skies was a thing.

The sensitivity is definitely a big issue. It's so hard to aim around with it.

I did figure out that running into the tomatoes defeated them too, so I found it easier to do that. I like how there's actual velocity with the movement and it doesn't instantly move in opposite directions. The reload sound was nice and felt like a real revolver.

I think a notification on what to do per level would be nice. It took so many bullets to beat the hot air balloons, but knowing that I had to defeat them would be good instead of surviving against the onslaught of tomatoes.

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What a unique puzzle shooting mechanic! I didn't expect needing to plan out the shooting order, or dare I say, chaining them together? Having to make sure I have line of sight for the next Dragoon was so important. The art style is cute. I like the colour palette and the shapes used for the environment, which added charm to the game.

The slow motion bullet tracking was sooooo good!! And even the vignetting, letter boxing, and colour shift. So much artistic thought went into it! It's like a mix of well produced movie direction and interactability.

The controls are smooth and tight. Being able to mark a Dragoon so you can see them through walls helped so much. I initially didn't know why we needed to move fast, but I can see why. Running around to mark Dragoons before starting the mission was key. 

My favourite thing was seeing the Dragoons exploding into pieces each time I shot them XD The endless mode was an all-you-can-shoot buffet.

Thanks for the fun game!

The controls was good and responsive. Pretty fun dodging enemies and having an ally Dragoon along with me.

I like the elemental reactions between the bullets. That was cool to see different effects! I was wondering if we could switch the bullets ourself or is it just when we pick up bullets?

The map itself was really dark and hard to see. Having dark grey floors with black walls and black enemies makes it very difficult to navigate. Also, I think reloading took just a bit too long for how much health the enemies have.

Great game nonetheless!

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A fun puzzle game! The tutorial was basic, with it being text, but it still is helpful. I liked the mechanic of everything moving at once. The different tiles lent some fun puzzle mechanics too, especially the ones that change direction after one unit goes onto it. Though I did thought the "QE Spin" meant the camera angle and not the tiles at first.

I like the cute 3D assets. Adds quite some charm to the game.

I think I got lucky and was able to pass the robot security guy one time by just using my Dragoons as fodder XD. I did get stuck on the laser part, and despite reading the tool tip,  I didn't know just touching the sides disable it. I thought I would have had to get to the pad on the other side. Once I figured that it, it make sense.

It seems like there's a ton of different levels too! Kudos on making so many puzzles.

Good job on making the game! The fights was fun. EXP didn't seem to accumulate, and the enemies stayed in the overworld after beating them.

I like the infinite money pot in the starting area. Though in the end, the rats kept taking more and more of my money XD.

I wasn't too sure where to go though. I beat the minotaur and then didn't find anywhere else to explore.

Other than the main character Dokibird and the Dragoons in the farm, I didn't see much else in reference to Dokibird. I think adding a few more things would have helped there, as otherwise it feels like a generic RPG.

The game looks so pretty! The enemies and Dokibird has such a crisp look to them. I love how Dokibird turns as it is so smooth. The background adds to the aesthetics, with the parallax background. It's cool seeing the attack inditactors of the enemies flying across the screen. Great upgrade system as well!

Sound design is nice, with good balance of the SFX not overpowering one another and a bopping BGM.

My only minor feedback is that without a controller, the keyboard controls is a bit difficult, specifically aiming with the arrows. If there was mouse aiming, I think it would be a lot easier.

Really fun game!

It starts out slow, but after some upgrades, the ball gets rolling. I do like the simplicity of the enemy layout. It helped with the chains.

That Mint shop art is sooooo cute! And picking and choosing which item to go with made it fun as I kept playing more to get more upgrades.

Some of the descriptions for the upgrades does use some high level vocabulary. Things like "orthogonal" might not make sense to people who don't remember their high school math XD.

I like the pixel art. The tutorial was nice, albeit long and faded out the screen whenever I restarted the level. And I couldn't skip it.

The controls were good, but there were lots of collision issues that made it hard to navigate.

I wasn't able to pass the first level. I tried stepping on the red button, but that didn't do anything. Reaching the door itself didn't change the level either. I even blew up the bomb with the fire on the chain (which was cool btw), and it really just opened up the path to the door. I wasn't sure if there's more to the game.

Sweet that you made a local multiplayer game! It functions pretty well as a Bomberman game. The art is nice, especially the Vegeta Dooby XD

I like the starting menu page and the in-game tutorial. The menu being a Youtube video counting down for the timer is genius! It's great work! 

The gameplay is so smooth and fun! I really like how shooting the pistol felt. The map was nicely designed,  and it felt nice to progress forward in it. I like how you can upgrade both Doki's stats and the weapon stats. Those upgrade menus looked really cool. The 3D models all were quite polished. Great game!

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I enjoyed it a lot! It reminded me a lot of the old GameBoy games. The simple and limited controls made it easy to understand what to do. I was surprised that I had to find the gun first.

The artwork is superb. There was so much detail in the backgrounds of each room. It set a great tone for the game.

The game gave me quite the chills. I walked into the pitch dark room and it actually scared me so much. The sounds, screen effects, and enemies actually spooked me a few times. And despite it spooking me, I did laugh quite a bit about the "red puddle" part XD. That took me by surprise.

I was happy that I beat it in one try! Really fun and short game!

It was an interesting dating sim! I enjoyed the opening scene quite a bit with the narrator.

I like the different options you have. It did feel like I had to just trial and error a lot of the answers, so I learned I am strongly Canadian and have no rizz. The Dragoons exploding in the room the more you get right is hilarous as it covers the date candidate.

I do think you lose too much rizz if you get an incorrect answer. I made 2 mistakes in the 2nd date and lost like 70% of the bar both times, so by the end I didn't have enough rizz to win.

In terms of bugs, some of the text does go out of the white textbox if there's a lot of text (saw with the Hyperfixation option in one of the first date replies).

Fun nonetheless! I like the Dokibird voice clips being used.

Fun visual novel! It was definitely hard trying to match the evidence to what the text was at times. I felt like I got it right one time but then messed up a few dozen times later. Thankfully the save feature helped with that.

I like the artwork! all of the characters looked great and played their roles surprisingly well.

Such a high quality game! Insane how polished it all looks.

The aesthetics of the pixel art characters in the 3D world was such a great design choice! The screen transitions on death and moving to new rooms was great too. The unintrusive menus and cool dialogues popping in to help push the story along, it all melds together like a perfect dish being served.

Switching characters has the smoothest camera movement change, especially when the characters are so far from each other. And they both play so uniquely.

The music choice helped set the mood. From the more calm, upbeat at the start to the hectic final map. It was all great deliberate choices. The SFX was superb. The steps, eye glimmer, it all screams professional.

My only gripe was that when shooting with Doki, the shot stopped a bit earlier than the object it hit, so when I first played, I didn't know barrels were getting hit.

It was quite hard too. The puzzle concept was simple with doors and turrets, but having to actually hide from line of sight and swapping characters to pull aggro made it quite fun. The ending was cool, having to move both characters at the same time. I guess Doki does walk faster than Mint XD.

Absolutely awesome game! Congrats on such a perfect game!

Such a good schmup game!! I like the menu and the variety of options.

The way you implemented chain reactions was neat. The small eggs made it easy to understand, but it would have been cool if the larger enemies had bigger chain reactions, like shooting a ghost bullet in other directions.

The artwork is clean. Visually, things are easy to see and follow. The menu placements are good and remind me of Touhou.

I'm happy that you added an infinite lives option. I really wanted to see the ending, and was happy to be able to beat Mint! Great and fun game!

Good work on the game! I do like the cute fluttering of the Dragoon, and having the Dragoon have some dialogue at the start of levels set a mood for what to do.

In terms of some feedback:

  • I was stuck on the 2nd level. I didn't know how I could go back down the stairs in the building, so I felt stuck there until I restarted the game. And the counter went down to 0/4 remaining.
  • For the wire connecting game, it would be good to have the game auto disconnect any incorrect wires. I didn't know that the red should turn green if it's incorrect as I just connected them horizontally and had the timer run out with the 2 sides connected.

Otherwise, congrats on the game!

Fun game! It was enjoyable having to ram friendly Dragoons into the Wisps. The physics was fun, and I like the dramatic zoom-ins with a big hit. The artwork was cute for both sides.

The game feels like it can take forever, as I would constantly re-convert enemy Dragoons. I couldn't manage to clear all of the enemies before they reconverted one of my units.

The artwork is so good! Super clean visuals. I like the cute chibi Doki on the side chatting with us.

Gameplay is simple and fun. The upgrades I feel are definitely necessary as you went on, as some times I couldn't get any good bounces at all, especially with the increased in points requirement.

Overall, feels like a complete game!

Unique combination of games. I think the initial Flappy Bird part is a bit too difficult to start with. Maybe at least having 3 lives for that would let more people progress. The last top-down puzzle part was also confusing as I didn't know I had to bring that item from the start all the way until the end. 

Simple game. I think the sound effects are a bit loud. Whenever they ricochet, they just reverberate so much.

Fun and good bouncing physics.