Oooh! Awesome!
Looking forward to the improved remake!
Btw, do you have a Twitter/X account? I recently added your game to the hololive fangames database and shared it there but couldn't tag you.
Wow! This is your first game? Impressive work!
I like how you can get weapon upgrades and powerups randomly from battle. The character sprites are also lovely!
You have a really nice base you can expand on! I'm looking forward to the new content. :D
Some improvement suggestions:
- Add an exit button (unless it exists and I somehow missed it)
- It's easy to cheese the levels by holding one talent in the air as "bait" pulling enemy aggro while the rest of the team hits from a distance. Maybe the enemy AI could be made to ignore characters who are not on the ground... unless the air bait strat was part of your original game design. XD
- Consider adding an action toggle button to order a specific unit to hold their ground or to auto-move.
Good game! I wish you a fun and enriching gamedev journey!
I tried the game but couldn't get far. Got stuck after the second altar where you need to climb a wall.
The little I could play was fun and from the screenshots I can see there's a lot more to the game.
Some improvement suggestions:
- Make the character stick to the moving platforms. Right now the platforms can slide from under you and it feels weird.
- I feel there were too many blind jumps.
- Enemies hit so hard they kick you out of any platform and you fall to your death, which is basically a 1-hit KO. Feels a bit unfair, unless that's the kind of experience you're going for.
-The game could use a tutorial area to progressively introduce the player to each of the different moves they can use. The current wall of text showing the controls is a bit difficult to understand and remember.
- The death screen takes way too long to show the Yes / No prompt. When you die a lot in this game, it just adds to the frustration.
- Add the "hololive" tag to the project page!
Overall, this looks like a cool game project and I hope you keep improving it! Good job!
The Android save file is stored in your device only as I haven't implemented any kind of Cloud storage.
You can find the save file in this folder (connect the phone to a PC to be able to navigate here and copy everything in there):
\Android\data\com.DavidWu.DeliveringHope\files\save
I have never tried copying the save files between different devices, but hopefully it works for you.
Please let me know if it worked!
Cute and short prototype.
I like the Otomo and the little animations you included in the game.
In the second level I found how to use the elevator to get some of the underground items but I'm still missing the last gem and some music notes. Any hints how to find them?
I hope you continue expanding this little prototype, maybe with additional game mechanics.
Good job!
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!
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!
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!
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...
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! :)
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!