Wow I love this. pixel graphics and retro sounds are on point. Even the first level is cleverly designed. Bravo!
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DokiMint: Save the Golden Dragoons!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Doki's Choice | #4 | n/a | n/a |
| Creativity | #10 | 4.308 | 4.308 |
| Theme | #20 | 3.962 | 3.962 |
| Overall | #33 | 3.623 | 3.623 |
| Gameplay | #38 | 3.577 | 3.577 |
| Ambience | #59 | 3.462 | 3.462 |
| References / Humor | #95 | 2.808 | 2.808 |
Ranked from 26 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?
The interactions of level elements with each other cause a lot of chain reactions, and I've purposely attempted to design the level solutions to showcase this
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Comments
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.
The sprite work is really well done! A great puzzle game. Cool to see that the player has to build out the last 5% of the room puzzle to clear it, but having to actually figure that out was the fun part given the blocks provided. How the enemies all interact, and how some block mechanics work.
It was great that dying and restarting the level was instand. No lag time between anything. Smooth and snappy movement.
A tutorial would have been nice, as I didn't know that the player bullets ricochet. Also introducing some of the puzzle blocks too.
This is a ton of fun: cool concept and execution. There's a lot of good here already and plenty of ways to further expand later if you like.
A couple really small, basic tutorial levels would go a long way in teaching how the various blocks interact, learning it on the fly after going through a couple steps of the level first is tough.
Only real bug I bumped into was getting stuck in the ghost/crow blocks. And one UI idea would be make the mint hand a point (not dropper) when on clickable region. That's pretty much it, really great work
Great submission! The controls are intuitive and shown very clearly on the screen. Gameplay is creative and the gameplay loop is snappy. I think more can be done with the difficulty curve. Just the first stage took me some time to clear and I'm stuck at the beginning of the second stage. Some tutorial stages that teaches the interactions between each element would be a helpful addition. Good job on the game.


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