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Doki +, Battle Against Math's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #13 | 4.125 | 4.125 |
| Gameplay | #62 | 3.333 | 3.333 |
| Overall | #80 | 3.158 | 3.158 |
| Creativity | #91 | 3.375 | 3.375 |
| Ambience | #115 | 2.833 | 2.833 |
| References / Humor | #158 | 2.125 | 2.125 |
Ranked from 24 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?
As an exploding enemy's value is both added to nearby enemies' values and dealt to them as damage, shooting the right enemy in a cluster can cause a chain reaction resulting in a massive explosion of points!
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Comments
Explosion chain reactions are the most diegetic implementation of jam theme I’ve seen yet! Doki’s screams when taking damage were hilarious too!
It was a fun run and gun game! It was cool seeing how the numbers accumulate with each explosion.
I ended up just kiting all of the enemies in each wave into a large clump, and then when one explodes, it was a huge chain reaction and everything goes boom at once, getting me like 2000+ points each time.
Doki's damage scream made me jump and laugh the first time I heard it XD
Simple but satisfying take. After a certain point I feel like I stopped having a strategy and just killed the weakest numbers until big booms happened. The big booms are very fun though so I'm here for it. Good work!
Totally not in my normal genre/style of game preference at all, but found it to be super fun and addicting to keep going as long as I could!
I really like how the numbers concept encourages more strategy in kiting and enemy priority (and it's a fun reference to Doki's legendarily bad grasp of numbers in general). I think it could be tweaked to be deeper, but for a game jam it's solid, I think!
I agree with some other comments here: the "ouch" sound being compressed is extremely funny, the big score amounts are satisfying (as is seeing a big chain pop off), I found one music track a little grating (could be my speakers!), and clicking to fire every bullet is kind of tiring, and a possible accessibility issue.
I think some of the visual communication could be handled a bit better. It's a little hard to parse enemy hit counters when they begin to swarm, and it's also a little less "instinct-based" trying to focus on the number on the enemy instead of something such as the shape or color. I also think that making the weaker enemies faster would mean a player had to make a bunch of different tactical decisions instead of one decision repeatedly (chip away at the big numbers till they're low enough to be set off by each other with a shot). I also could have used some more Doki references, but I appreciate that it's more difficult in this type of game than in (say) a visual novel, where you can reference something by just writing another line of dialogue.
If you decide to keep working on this one after the jam, I'd welcome the opportunity to play it again and see what you cook.
The game has a lot of potential but it benefit from a little more polish. I found it really hard to kill one enemy that I targeted because of all the other that would, at one point or another, overlap in a big chunk of enemies. Then I would just spam in that group and the death of one would then kill all of them. overall it's a nice game, but a little more balance and polish could be nice. Overall, great entry!
The game is really fun! the sound effects for taking damage made me laugh and the little sprites were cute.
My only critique is that the music had parts that were a little too high pitch for me and got a little annoying, but there were parts of the music that had my head bopping as well!
Well done!
i liked the idea and execution. big numbers make brain happy :3
Good and interesting concept for a bullet haven game type, but there is plenty of room to grow if you want to follow up with this game.
- First, as kevin pointed out, the game could be more enjoyable if shooting can be toggled to automated or hold to fire, and ROF upgrade.
- Second, substantial and diverse upgrade is what gives this genre insane replayability, and you can use references as both inspiration/explanation to put in all types of upgrade that would make the game even more fun and theme-related.
- Third, enemies are still bare-bone and their hitboxes stacks to a unified blob if you kite them enough, which both raise and lower the difficulty in a very boring way in later stage. Give them collision body between themselves so they won't stack and explode all at once and give them more types (shape/size/etc.). Also, I have a little idea for elite enemies, as you can use arithmetic operations as enchantments: "plus" increase their size and add more number to them if they are hit by explosion, "multiply" doubles surrounding enemies when killed, "minus" has reduced size and explosion radius, "divide" divides into 2 smaller enemies when killed and only deal half explosion damage, etc.
Would be nice if the shooting was automated, and there's a separate "Bullet/Second" upgrade
other than that, the Doki OUCH and Damage sprite got me to laugh a bit! it's a neat game!



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