Thank you so much for playing! It means a lot :>
Jyunaut
Creator of
Recent community posts
Holy. From a technical perspective, this is insane. Given the fact that you built a voxel game with NPC's, building and burn interactions within 2 weeks. While I would argue that this is more of a tech demo than a game, I still had a good amount of fun messing around, even when I wasn't really doing what the objective told me to do. I also noticed some chunks transforming as I got close, but it was no big deal.
I also personally really liked the narration and felt like I was playing The Stanley Parable again.
Nice work!
I really loved the spritework and music! The hitboxes can feel a little weird at times and I notice a bit of jitter on the obstacles which may be fixed by adjusting where their position is updated in the game loop code. I also wasn't sure if I was supposed to keep Mint moving at the same pace as me because of the game over screen when she falls too far behind.
But other than the gameplay, the art and music is pretty top notch!
You know I wouldn't say they're glitches, but just exploiting game mechanics, managing health and good pathing haha. But here's a list of stuff that could help you improve your score
- Your own bombs deal 1 dmg to yourself, big dragoon bombers deal 3 dmg and snipers deal 2 dmg. You can mitigate the extra damage from enemies if you just bomb yourself.
- I don't think the barrels placed in the map actually do damage LOL. I think I messed something up when I was trying to fix some stuff during testing.
- You have 0.5s of i-frames after getting hit.
- You can blow up the red trains next to you for just 1 dmg which isn't really a big deal.
- In Section 2, You can blow up the big barrel pile and then use the big dragoons to quickly die and respawn while the explosions are happening. (I'm actually not sure if this is faster than just running, but you do get a full heal from the respawn).
- In Section 3 with the large walls, it's hard, but you can shoot the barrels near the snipers to activate the gunpowder trail mid-way instead of the very beginning.
- I think one of the red trains after the first boss isn't actually connected to anything so you can just skip it (oops).
- During the jump at the final stage, you can land on top of the train on the right and skip the initial walk around.
- At the final stage, you can simply skip the right side of the map after clearing the first red train and just blow up the big barrel if you place a bomb at the very top corner.
Ohhh I would suggest you do make a Discord and join the DokiJam server! Even if you don't plan on saying anything, it's nice to see what everyone's up to.
As for your question about updating the game during the rating period, it's only reserved for major big fixes and not features that would change the gameplay. So I don't think changing the stamina system would be allowed, unfortunately. However, I don't think the stamina system is a major issue and you shouldn't need to worry about that!
I hope this helps!
The simplicity of this game and its focus on the humor with the voice lines and dragoon animations are what makes this game so fun to play!
To make the gameplay feel more responsive, I would recommend making the reload and cover animations quicker, but also give them a few anticipation and recovery frames during the transition. This will help make the game feel snappy without making the animations feel instant. Also adding some more anticipation to the dragoon's firing would really provide more game feel to the experience.
I hope this helps! I had a lot of fun with this one :>
This game's take on the theme is really creative! I also like how the bullet "sponges" are literally used for the environmental hazards. I would definitely consider removing the stamina bar because I believe that the fun in this game is managing your swarm, and if the stamina system is taking away from the fun, then perhaps it shouldn't be there in the first place. I really hope this helps and I had a lot of fun overall!
I'm so glad you enjoyed the game! The health bar being a bunch of crows on a powerline was such a silly idea that we just had to do it.
Our playtesters played through the game so much that they began to find i-frame and respawn exploits to make their runs go faster than we expected. It's nuts.
Thank you for playing!
Thank you so much for the kind words! I had a tough time trying to communicate to the player that your own bombs hurt yourself, but I'm glad to know that people manage to figure out out.
Because of how we built the floors for the levels, there might be some graphical glitches haha. Thank you for letting me know!
The Subway Surfers gameplay was pretty smooth and responsive! The intro cutscene was a nice touch as well. My only gripe about the gameplay is the slo-mo that occurs whenever you chain the bullets. I feel that it messes with the flow of the game and I would have preferred some form of VFX and/or screen shake than a slow motion effect.
Overall, I really enjoyed the game. Nice work!
I really love the atmosphere and art of the game. It felt like a super polished point and click experience!
I had two moments where I felt like I could not progress at all and I didn't know where to go next:
1. After I gave Chibidoki the ring and got the long dynamite stick, I didn't know where to go next because I didn't have the code completed (I only had #1 and #8). After not knowing where to go, I reset the game and gave the ring to Nimi instead. It was only after this where Chibidoki got sent to jail. In the previous playthrough where I gave Chibidoki the ring, she never went to jail and I couldn't progress
2. I have the finger pointer and the complete code, but I don't really know where to go next. It seems intuitive that the finger pointer would perform the same as the long dynamite, but the game is not giving me the option to use the finger pointer in the bank.
Other than these two issues, I absolutely loved what the game had to offer! If you know what I should do next, please let me know because I really want to finish the game!
Very nice! I like how you executed the chain reactions using the dynamite. The victory screen starts to feel a little too long when it takes me a few tries to 3-star a level. And I'm not sure if I simply just missed it, but I would have liked to see the path that the dragoons would take since my first try would always result in a fail as I try to see where they would run.
This was a really nice and chill game to play! The art was lovely and I really enjoyed the whole vibe this gave. In terms of the gameplay, it felt like my choices didn't really matter too much as long as I did the actions that had the extra events. Overall, I had a lot of fun with this one!
I also managed to play this whole game during one poop session on my phone. Great time overall :^)
I really loved the creativity and work put into the intro and ending with the gas stove fire! It's a shame that there wasn't much gameplay to go along with the art and story because I was getting really invested in the atmosphere of the game.
But overall, I really enjoyed what was available in this short experience :>
Holy cow, I absolutely loved everything about this game! The art reminds me of Helltaker's style which is awesome. The puzzles were definitely challenging because of the many ways you can go about it, but I had a lot of fun overall!
My favourite part was probably the SFX that Mint makes when she hits the objects haha.











