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Dokibird Chain em' Up!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #172 | 1.946 | 3.111 |
| Ambience | #184 | 1.946 | 3.111 |
| Theme | #190 | 1.877 | 3.000 |
| Overall | #194 | 1.877 | 3.000 |
| Creativity | #198 | 2.016 | 3.222 |
| References / Humor | #203 | 1.599 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
It takes the theme literally. Dokibird has a chain flail and a chain grappling hook. The Bad Dragoons react to her beating the snot out of them with a chain weapon.
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Comments
So, I do like the art, I love the fact fact we have a grapple stystem - that's really cool. Also are we using the chain flail - so that the hit enemies are in pain due to a chain reaction? Is this an elaborate pun? Because I love it! Unfortunately I am unable to progress the game past the first spikes, I can't pull off the bounce off, works just fine with enemies but no can do with the spikes
Thank you for the review! Yes, the chain flail was a pun on taking chain reactions literally.
Sorry you couldn’t progress past the spikes!
I liked the game, I also found the chain bouncing very hard. One thing I noticed was that sometimes the enemies wouldn't respawn? Like they would exist between one death and another in random amounts?
Thank you for the review! I think I know what but you’re talking about but I’m unsure what’s causing it. I think if in the future I update this game I’ll revamp the entire respawn system while also adding saving and loading.
Cute graphics! I like the chain flail animation. The grapple hook physics was fun to play with.
The chain bounce was hard to get the timing down. And the huge wave of enemies took so many lives to clear out.
Thank you for the review! A lot of people are mentioning that the bouncing was hard, so I guess I’ll have to figure out how to revamp it.
I admittedly didn’t have a play tester because I was designing the final fight in the dead of night and just wanted to go to sleep, so I suppose it could have been imbalanced against the player. I’ll try to keep this in mind for the future.
The game assets are quite nice and simple, but it isn't very pleasant to get past the spike part. The difficulty spike has been implemented in the wrong way. Adding the hard part to the first part of gameplay.
Thank you for the review! You probably have a point. I’ll probably keep the lesson in mind when designing future levels if or when I make an updated sequel.
I kind of wished there was a bit more utilization of the grappling hook for more varied movement, exploration, or maybe even combat. Maybe you can pull in enemies with the grappling hook or she can do enhanced attacks if she attacks while grappling. That being said, nice idea for a platformer even if it was very short :)
Thank you for the review! I actually had ideas to implement features like those, but this is the first time I’ve participated in a game jam and I wasn’t skilled enough to figure out how to code such features in time. If I ever decide to make an upgraded version of this game, I’ll make sure to revamp the grappling hook with those features in mind.