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RiceGnat

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A member registered 76 days ago · View creator page →

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Sure, I'd be glad to!

Once the jam theme dropped we bounced some ideas around, primarily related to chaining explosions for the literal interpretation. We knew we wanted to go for some kind of setup/payoff gameplay, but we weren't sure how to thematically tie explosives to Doki as a character. Once the idea of having one bullet to set off the chain reaction was suggested, everything fell into place; we came up with the robots plotline shortly after that. We originally had the idea for there to be different helpers to set up the board for Doki to take the shot, but in the end settled on focusing on Mint due to her ghosty-ness being a perfect fit.

By the end of the first day we had the rough scope of the game planned out and had begun prototyping game mechanics and storywriting. We had most of the central game mechanics done by the end of the first week, with the remaining time spent on designing the robogoons, the boss, and the stages, as well as fleshing out the game as a whole.

We actually managed to get in almost all of the concepts we set out to do from day 1. I think the major thing we had to cut due to time was a Chonky robogoon variant. We also went back and forth a bit on how to handle the aiming laser precision; that's still not quite completely solved honestly, and we're hoping to improve on that experience after the jam ends.

Hope that gives some insight!

Big fan of the DotA Invoker mechanic in a gun.

Thank you! We've gotten a number of reports of the cursor drifting, but while we are able to verify that it's a bug of some sort we haven't been able to reproduce it to debug it. We're still looking for possible causes for it though.

Thank you! We wanted to add a CG gallery actually, but didn't have time. It will probably make its way into a post-jam update though.

Thank you!! A slow-mo camera is a pretty sweet idea!

Now that is definitely a chain reaction 😎

Five stars down the board, no notes. My favorite out of all the jam games I've played so far!  Great mechanics and opportunities for cool plays. Loved the choice of BGM for Mint!

Fun game with very satisfying explosions. My favorite part is actually the HP bar, it's super creative!

Great job on the graphics! Love Doki taking Mint on a joy(?)ride

Doki's horse girl arc begins

Got to 782 bullets and obliterated everything, awesome

Thanks for the analysis! Doki and Mint's dynamic is something we definitely wanted to make a part of our game. We talked a bit early on about whether or not it would be appropriate to feature Mint so prominently, but in the end we checked with the jam organizers and got the okay.

We actually do have alternate mappings for aiming and firing! It was originally undocumented, but we've updated the game page to include them. It's Q to aim, and F / Space to fire. I worked on a laptop for most of the jam, so I definitely understand the awkwardness on a trackpad!

Super cute! Love the art and all the little cameos.

Really fun! Loved the art and the script. Movement took a bit of getting used to but I figured it out.

Good job on finishing!

The bullet prediction can be inaccurate at times. Not predicting map changes from explosions is intentional, but occasionally the bounce path can deviate slightly from the prediction. We're still figuring out if/how this should be addressed!

Thank you so much for the detailed feedback!

While we did have an "intended" solution for each level, it was only to ensure that there was at least one way to consistently clear it. We love seeing what creative solutions people come up with!