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David Wu SoftDev

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A member registered Jun 14, 2020 · View creator page →

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Very fun puzzle game.

I love the references you included and the Mint minigame is a great pace changer. Love all the broken glasses after you keep failing.

You captured some very good voice lines too! Both for the minigame and for the main game. They add a lot to the game's charm!

The tutorial is also very well made, explaining all the concepts and guiding the player step by step.

I wish I could've played this during the rating phase. It's a shame this game got a score penalty due to the below median number of ratings.

Great work!

The game was fun to play!

I like the art, the silly storyline and the swarm controls.

There are some elements that confused me:

- The main menu operation is very unusual. It made me think the only available options were the ones shown at the beginning (but there's also an options and a shop button, which I know are not implemented, but it seemed like they didn't exist). Using the keyboard arrow up/down or W/S keys to change the selected option would be a nice thing to have.

- It was not clear from the start that the bullets go where you click on the screen. The bullet path in Doki's first shot made me think I could only use Doki.

- It was not clear from the start that the yellow boxes are "bullet sponges".

- It was not explained that the green buttons can only be activated at certain energy levels. Or maybe it was, but the way it was written was not clear.

I would suggest adding a small instructions screen when starting the first level that shows each game element and a short sentence describing what it does. For example: A picture of the swarm of bullets and a mouse icon with text "Click to order the swarm where to go". A picture of the bullet sponge with text "bullets disappear when they touch this", a picture of the green button with text "Use it to open doors. Energy bar must be more than half full."

Overall a very unique game! Well done!

Super fun and addictive! Great job!

Thank you for playing! Glad you liked it.

So you get someone reacting to someone else reacting to someone else in a long long chain? Nice way to implement the theme!

I got sucked into mindless clicking for like one hour and a half. Maxed the upgrades and all the automation slots.

Lots of stuff to level up the skinsuits and put accessories on them and upgrade those as well. Many numbers going up.

Good job!

Suika game fits the theme but I feel it needs something extra to make it unique.

The explosion is a nice touch but I feel we already have something similar in the original Suika (when a merge happens and blasts some smaller fruit out of the bowl)

The game goes kinda crazy when you spam clicks and a bomb goes off. Somehow I saw a bunch of items fly off the sides and out of the container hahahaha! XD

Good work, team.

Great art and story. Music and audio design is fitting as well.

Gameplay is fun until Doki's duel. The distraction is makes the fight a lot harder than it should be and Doki's reaction time is very fast.

I managed to beat the game once in Easy mode after trying a bunch of times in Normal but I had turned off the dialogues so I missed the whole ending. Then I played again with dialogues but pressed the "skip" button to go faster.

Managed to beat the game a second time but noticed a bug with the dialogues playing twice now. And when I quit to the menu, both the menu and the dialogue showed at the same time. (see screenshot)



I feel Doki's duel could've been tuned a bit more to the easier difficulty (on her reaction time), since the distraction adds a lot of difficulty to that duel. It would be interesting to record play data from multiple people (at least a dozen, from different skill levels) to see what's the average reaction time when there's a fake signal and use that for tuning.

The game is supposed to be fun for the players, but when it's tuned too hard it's just frustrating and leaves a bad taste. Remember not everyone has quick reflexes but everyone wants to enjoy a fun game! :)

Overall, it's a nice game. Good job, team!

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

Really cool cover shooter! I wish I had better aim and timing, because focusing on those made me neglect the incoming bullets and kept dying lol.

The visuals are great and gameplay is pretty good, when you have the right gamer skills, I guess. Doki's voicelines added a lot to the game! XD

I wish there were instructions explaining what the flying drones do. I shot a couple and saw them do some sparks but I had no clue if that was good or bad.

I also had no idea how to deal with the machinegun longoon in the back. There was almost no time for me to come out of cover and shoot him down without taking damage.

Finally, I lost a couple of times because I hit some kind of time limit. The game doesn't explain how to avoid that so it was very frustrating feeling like I'm doing fine surviving and suddenly I get a game over.

Overall, good job, team!

Nice physics game.

Just as the game page warns, some of the generated levels are very punishing, with some requiring quick reaction times and sometimes jumps end up propelling Doki directly upwards, thus being useless.

Audio is nice and Doki's noises are great! XD

I barely cleared the first level and fell short by a few meters on the second level. The upgrades helped a lot!

I feel the controls would work better on a gamepad, with rotation set to the left and right shoulder buttons and the "air movement" to the triggers. On keyboard it felt a bit awkward.

Good job, team

Interesting use of RPGMaker!

I'm not sure if there's a story there but I opened a bunch of card packs!

Some improvement suggestions:

- I wish the game would scale up when set in fullscreen. All the beautiful art and funny texts on the cards were too tiny to fully appreciate on my high resolution screen.

-Definitely consider adding a gallery mode. I saw another comment mention it too.

- Gameplay is very limited and repetitive. Would be nice to have something else to do or a variation in D.A.D. dialogue as the game progresses.

Good job, team!

I like how you implemented the theme in this timeline planning strategy game.

The pixel art and animations are great and I like how you can walk around the world map.

Audio felt a bit lackluster. Maybe needs more sound effects during the part where you place actions on the timeline? I'm not sure what it is, but I felt like there was an "empty space" in some points of the game.

Gameplay is also very "think" intensive, with all the calculations you have to make in your mind for each step of the timeline... how many coins will I have at this point? where will the enemy be standing? what attack would reach them in that spot? oh I have to use certain moves that are fixed in the timeline so I need to plan my coins ahead...

I definitely think it would be more accesible to play if the game itself showed the board state on each turn if for example you hover the mouse over any point in the timeline. Pointing at a spot that's not connected to the start of the timeline does nothing, of course, since you can't calculate with gaps in the sequence.

I also feel it would help speed up the game if you can use the keyboard to swap between characters, since you need to do that a lot in a single timeline section.

Overall, it's a great game for 2 weeks of work. Good job!

Very cool visuals! The chains of explosions are awesome!

The level design is well made but it took me some time to figure out that certain elements are blockers that only disappear after blowing up a connected element in a different part of the map. Eventually I got it. XD

Sometimes the enemy dead bodies would block my shots, preventing me from taking out enemies further away. Would be nice if dead enemies stopped colliding with the bullets.

Definitely looks like a game that could be in that speedrun records website.

Great job, team!


Well done pixel art and interesting take on the chain reaction theme!

I don't know if it was intended but I swear I got so many dragoons (maybe 20 or more) on the screen but none of them asked for pizza. Instead they kept asking for other food that was already in cooldown, and that's how I lost.

Some improvement suggestions:

- I didn't see a dragoon counter on the screen, so the player can't tell how close they are to the goal of 100 dragoons. Would be nice to show that somewhere.

- After losing, the retry button doesn't work. I had to refresh the web page to play again.

Overall it's a short and sweet game. Good job, team!

Cute art and it's basically suika game, which fits the theme.

I would've loved to see something new on top of the regular suika gameplay.

I managed to get two D.A.D. balls but couldn't get them to touch for the next evolution. Sad. XD

Good job, team.

Very nice art and music!

I found it funny that Mint falling behind was a game over condition. For a moment I thought it was a 2 player game and I had missed Mint's controls. XD

I feel the chain reaction theme is a bit weak, though, with only the speed boost being the single chaining element.

Nevertheless, good job, team!

Wow.

The manga panel sequences were very well done. Great storyboard and animation.

Clearly there was not enough time to clean up everything and put color and audio in them, but still very impressive work!

As others have pointed out, a progress indicator for each level would've been great. Could be a kill count or just a progress bar at the bottom of the screen showing how much more is left of the level. I felt some were a bit on the long side.

The dueling section was also a nice change of pace!

Good job, team! Oh and this is my final score!


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...

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. :)

That was fun!!!!! The boss fight was challenging and took me 4 tries but I prevailed!

I gotta say the story kept getting wilder and wilder and that ending... omg 10/10.

Beautiful pixel art, great intro sequence too! The explosion animations were very well made and very satisfying. I also liked that the utorial was clear and quick to the point (although I forgot about S key to drop)

Great music choices and story full of references! Really well done.

I also like the chain combo meter, the upgrades shop (that Dooby art is adorable!) and the bomb chaining. Solid combo of game mechanics to make a great action game!

I felt the Doki-99 was a bit OP, but maybe its because I bought all the shop upgrades? Nevertheless it was super fun to go pewpewpewpewpew all the time ahahahahaha!

Oh and I found a typo, I think. One of the dialogue lines says "blind range" but I think you were going for "blind rage".

Overall a super polished and fun game. Great work, team!!

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! :)

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

This is a fun game once you make use of the chain mechanic. If you try to play it like regular PvZ it's too difficult.

I think I got a bug (or maybe it's intentional?) but when I completed a full column of eggs and connected them all together, a lot of superchat appeared at once, making my total jump to 4500 or something. That made it very easy to spawn a lot of the fighter dragoons and win the game.

It would be cool to have on-screen numeric indicators of all the effects that are stacking on each dragoon. For example: +100 SC/second, +20 health/second and so on. You could maybe hold a key to toggle them on/off, so that the screen isn't cluttered with data all the time.

Good job!

Very cool combat mechanic, excellent visuals and fitting music track!

Played the game twice. The first run I was cautious and only used the first two tactics, to deal damage and to dodge. The second run I went with the riskier gambit.

Interestingly, on my second run, the game went right to the strong enemy and into the ending scene. The first enemy was skipped entirely.

I liked how my first run felt more paused and calm while I evaluated each step, and in contrast my second one felt a lot more adenaline pumping with the target shooting and quick dodging happening in a faster succession.

Overall, enjoyed it very much. Great game!

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! :)

Very nice visuals, smooth controls.

However, the learning curve is steep and without a proper explanation of how each block works, it was not as fun to play for me as I expected. I had to give up on the first level after reaching the right side of the map.

Tried the other levels and got even more confused each time with the new unexplained blocks.

Even if not inside the game, a good instructions manual on the game's itch page would help a lot.

Also, I didn't like having the game automatically turn back to Mint mode after dying in Doki mode. I had to press tab every time to do another try when I messed up a jump, interrupting my flow.

With some tweaks in the level design and difficulty progression, this could be a great game!

Good job.

Wow, I've never seen RPG Maker used this way! Really cool!

The art is beautiful and the music choice is great.

I didn't understand how the stickers mechanic worked at first but kinda figured it out after a couple rounds.

Definitely could use some more detailed instructions about how the game works. I was very confused on some of the minigames as I didn't understand the goal. The easiest to understand was finding the character in the darkness but the others I didn't get how I could interact with the presented puzzle.

Very cute game! Good work!

Hitting a nice multiplier chain and getting 300+ bullets to shoot is crazy fun.

I like the card thingies you can use strategically to block your opponents from gaining territory and to bomb/pierce through. The upgrade system is also a nice way to add some variability to a purely rng game.

Got destroyed on my first round but managed to obliterate the enemy with large multipliers on my second game.

Would've loved to see some more Doki references, besides the little dragoons on the slots machine and her gun. Maybe in the bonus cards or as decoration / sound effects.

Overall, good job!

Oh, I meant that it would be great if the game saved my last checkpoint and if I quit the game and come back later I can continue playing from that point.

I didn't get that option when I returned to play the game a second time after my PC crashed.

Snake is a great starter project. Good job on completing it for the jam!

Now I'm wondering how you'll expand on the game after the jam. XD

Woah! That's a cool looking racing game! Reminds me of Outrun.

The visual presentation and CRT screen effect are really well done!

The music is a great fit for the game too.

My only issue with this game is that the jam's theme is very weak. The "reactions" only happen once per checkpoint and these are very far apart. Maybe adding pickups that give a score/speed boost along the way the more you chain/combo in a row with a big combo counter on the side of the screen would have hit the mark better.

I would've also loved to see the car slide to the side and pop some smoke when doing the drifts, but it's understandable not having it due to the time constraint of the jam.

Good job!

I'm going to refrain from rating since the game has too many bugs to complete the story.

First I got stuck on the popup screen. As someone else pointed out, closing it before progressing the dialogue cause the game to lock.

Then I got stuck in the singing competition screen. Pressing the arrows caused negative score and stopped the note arrows from moving upwards. The game locks there.

Try to fix your game build before the rating week is over, so others can fully enjoy your creation. Good luck!

This sneck goes fast!

Funny game based on the Doki long neck joke. The voice lines only make it funnier (especially the game over) and the play on words for the game title is excellent.

I wish there was something more to the game than just being a reskinned snake, though.

Good job!

(1 edit)

Short and fun platformer game!

I liked the visuals and the sound effects you used.

The story was fun and crazy! I also liked that in the first area you could reach the end through multiple paths, and the little details in Dooby's train representing multiple of Doki's friends.

One thing I noticed is that the boss fight can be cheesed by standing on a platform near the top of the screen. The projectiles will get stuck on the ceiling so you can safely shoot at the boss every time he comes down.

Very well put together game. Good job, team!

Edit: I completely forgot there was a dash button. By default Doki runs pretty fast!


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!

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!

Nice art and very challenging gameplay!

Really cool that you managed to include voice acting!

I enjoyed the game until I didn't because it became way too hard and with no save/continue checkpoints, unfortunately I won't be coming back to continue my playthrough for a third time. (already had to restart once due to BSOD on my machine)

I read the storyline is supposed to be related to the chain reaction theme but since the game is so difficult, there was no way for me to experience the payoff of the ending.

Some improvement suggestions:

- VA volume is a bit loud compared to Mint and Doki's noises

- Dialogue should have a 2-tap system, where the first button press skips the animation and shows the full text and the second press moves to the next dialogue. I kept accidentally skipping text because I wanted to read faster and pressed a button, as that's how it works in VNs.

- Needs checkpoint saving and a skip dialogue button. During my first playthrough I got to a spot where I wanted to record a video to show you an issue I was having but my computer BSOD'd and I had to restart the whole chapter 1. Painful if you consider the game is hard enough to not want to retry those jumps tens of times again.

- Some camera hotspots don't get properly set after a rewind, turning a regular jump into a blind jump as the target platform goes off-screen.

- Some rewinds placed me in a position that made me fall immediately, instead of placing me back in a safe position. (this is what I wanted to record and got BSOD)

- Too many blind jumps. I've uploaded a recording of my (incomplete) gameplay to YT where I've pointed them out. You can also witness my terrible gaming skills.

Overall, it's a good game that needs some tweaks to be great. Good job, team!


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

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

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