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A jam submission

Dokka: Brave VenturingView game page

Dokka is a goblin-mechanic gal who's setting off to wage a war against evil crusaders who have captured her kinsmen.
Submitted by IvChill, DennisCastro, Zeromus of the Renegades — 8 hours, 7 minutes before the deadline
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Dokka: Brave Venturing's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#142.9382.938
Sound#172.8752.875
Mechanics#202.8132.813
Overall#262.7882.788
Art#382.5002.500
Theme#382.8132.813

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

Fun game! Had a great time trying to beat it, keep up the good work!

DeveloperSubmitted

If I can, I will! ^_^ Glad ya had fun ~

Submitted(+2)

Nice game!
Cool music, cute art (though could be more smooth/fine).
I like the gameplay, when I figured I can load the weapon while walking it made everything more fun and easy.
Hit boxes could be improved

DeveloperSubmitted(+1)

Hey there! And thank you for the kind words ^_^ The art was made cutesy intentionally ~ Hitboxes, the art overall, difficulty etc. could definitely be improved, and I'm planning on doing that if I can ever assemble a team to complete this game with me

(+2)

This is a bit difficult, but quite fun! I love the upgrade mechanics, and the enemies are pretty diverse in terms of their attack methods. If this was a bit zoomed out, it would be so good! The music and sound effects are perfect. Dokka throwing her wrench is quirky, and I love it.

DeveloperSubmitted (1 edit)

The downloadable version is actually more zoomed-out ~ (At least Iv made a fix to that, not sure if he had the time to upload it before the submittions closed) And it has a couple of other fixes too apparently (If that build is up!). Might you want to try that out and see how you like the game then? c:

Thank you for liking the weirdness we were trying to pull off, I humbly appreciate it! ^_^

Submitted(+2)

It was fun.

DeveloperSubmitted

Thamk 🙏 As per intended ~

Submitted(+2)

Ooh, this has some nice old-school kind of vibes. I dig the simple art; it sort of adds to that vibe. And I love the little world and character you've built as well.

I was a bit confused about some of it mechanically, like how exactly crafting fit into the loop (it never seemed particularly useful to me, but maybe I was missing something?), and why exactly the wrench needed to be charged in order to be thrown, but didn't seem to come out at all if it wasn't fully charged.

I was also confused about how some of the enemy bullets worked. On the second screen, there were arrows just flying in an impenetrable line across the screen, and I wasn't sure if that was intentional or not.

All that said, however, the game is just simply fun. It's just enough to make me feel cool when I dodge some bullets and throw the wrench for a final hit on an enemy. With some more polish, this could be a very effective like game!

Developer(+2)

Thank you for playing! Crafting can give you some stats upgrades, like increasing the damage of your attacks (the wrench upgrade) making you faster (the boot upgrade) or increasing your max HP (the shield), also restoring your health.

On the second screen it is intended for the arrows to do that so the player jumps over them with the dash so they know they don't get damage while on the air (you can kill the enemy that spawns those arrows).

Submitted(+1)

I am an idiot! I completely forgot about the dash! Might be a good idea to prompt that somewhere on that screen instead of the first; you've actually put together a well thought out bit of tutorializing there, and I just completely missed it. I was, luckily, able to get to the enemy anyway by sticking really close to the trees, haha.

DeveloperSubmitted (1 edit) (+2)

Hello to you ~

1. Glad you understood and appreciated the tone we were going for with this game! ^_^

2. The crafting was supposed to be different, initially I wanted Dokka to enhance her gadgets at the end of each level by combining the materials she has scavenged from the crusaders. You know, because she's a mechanic. And of course she wants to finish her unfinished gadgets (which is supposed to be pointed out in the story, that they are unfinished. If it doesn't read there, let me know!) so that she has stronger tools to take down the crusaders. Also, the gadgets were initially supposed to function differently, too, which is revealed in my original draft/document for this game. For that, see it here! : https://docs.google.com/document/d/1J2MHr0eDQpb_znycHcWZ8Dkf6vw1FtfwJiRkfZ4ufj0/edit?usp=sharing . Unfortunately, those functions had to be cut due to time constraints . . . In this document, and in my other comment in this very same comment-section, it is also revealed that Dokka was originally supposed to also have melee-attacks on top of throwing her wrench. By charging up the attack by holding the attack button, she would instead hurl it out in stead of whacking and clubbing her enemies with it. And it was always supposed to function only when fully charged, a trade-off for it being a ranged attack instead of a melee one, no idea what happened in the code to cause it to come out even when not fully charged. Probably Iv changed that due to the melee-aspect having had to be cut, to make the attack more fun and useful/functional

3. I'm not sure either, I can assume due to the layout of the stage that it was. But since I didn't code this game, merely designed it, your guess is just as valid as my own ~ (EDIT: Welp, Iv pretty much confirmed that for me in this very thread ~ Thanks Iv!)

4. According to Iv, this game was partially turned into a bullet-hell (could leade cadence to the previous point).  So I'm glad we got that across and made you enjoy the experience regardless of some of those hurdles! ^_^ I usually take my work very seriously. Not saying I didn't take this one seriously, but I'm 99% of the time SUPER SERIOUS and incapable of having fun. But this time, something in me knacked and made me want to design a funny, sillier game while still pouring my seriousness into designing it. Magicka 2 meets Legend of Zelda

5. Believe-o-me, I would love to finish this game, provided I'll find some help from others (because even if I have partial coding-background, I suck booty with coding and I generally dislike programming anyway. I also ain't art-savvy either ~ I'm just a mere designer and a fantasy-writer). I want to get this game, at least closer, to my original vision. I do realise its potential ~


Submitted(+1)

Appreciate the in-depth response. Shows you're really open to feedback and just generally thinking reflectively about this game and your experience making it; both good traits to have! 

Time constraints are always the thing with these, aren't they? Totally understandable that time (alongside just general changes to the game as work on it progressed) would be at play with the things I had feedback on. I know my game changed massively from what I thought it was going to be when I started working (and, to be totally honest, probably suffered as a result, haha.).

And I'm glad you were able to just have fun with this! It does come across in the finished game, and I think for the better. There's a place for seriousness and a place for having some fun, and I probably have the opposite problem of you; I just want it all to be ridiculous fun. Hopefully, you can work out a way to keep working on this! I agree, the potential is there!

DeveloperSubmitted (1 edit) (+1)

My neurosis allows me no less than deep dives in any topic I address ~ My motto: "If 'tis worth doing, 'tis worth doing right!". I'm open to good feedback, and in general want to better myself, grow and evolve my capacity and capabilities even beyond how much I already know (C'mon, allow man some humble brag for once, world!). Time-constraints aside, if we would have had more time, and I would have had more brain-activity in my infinite wisdom (some self-deprecation to balance out the earlier bragging. Everything is now at equilibrium, "as all things should be" ~), I would have instructed more drastic changes and/or outright cutting out some unfinished content so that it doesn't feel terribly out of place. But alas, I'm blind to my ambitions. My ambitions drive me towards my great ideas, but they also cause me to lose sight of concreteness sometimes

Once again, thank you for your kind words! Cheeeers ~🎉

Submitted(+2)

Hey!

Quirky little game! At first I thought it was a bit too hard, I died over and over and felt like it was unfair - if others feel the same it might throw them off from trying. Mainly things as being shot by enemies I couldn't even see yet was a bit annoying.

Once I adjusted my mindset and took things more carefully though, I did appreciate it a lot more! The graphics were simple, lowkey reminded me of oldschool cdi games! The soundtrack, quite a banger, but did get a little repetitive as I spent more and more minutes playing haha. The SFX were mostly good, some felt slightly out of place but not to the point that I thought it'd get annoying.

The charging an arrow mechanic was cool, however the game was a bit too-highpaced (running around shooting and dodging) for me to fully grab whether charging the arrows actually had an impact; nonetheless, I shot all my arrows fully charged!

I made it to the bossfight (not sure if there is more than one!) and unfortunately gave up after a few deaths due to work coming up (might revisit later!), but I did like the design of the boss! Gave me quite some bullet hell vibes - I like those! For future improvement you could look for ways for the boss to "communicate" to the player what to expect, so the player can repeat and learn based on those tells.

Thanks for your submission!

DeveloperSubmitted (4 edits) (+1)

1. This game was inspired by Legend of Zelda, so you ain't wrong there! :D
2. I'm glad you can appreciate its quirkiness, that was done on purpose ~ So I have succeeded in my job for it to be noticed by others too ^_^
3. Our composer and SFX artist hasn't worked on chiptune music and chiptune-SFX before this game, he tried his best :3 Even if I do agree, in the name of being impartial and objective
4. The game is a bit more quick-paced than I had intended, I do realise this

5. This "arrow" is actually a wrench :D And far as I'm aware, it can only be hurled when fully-charged. I had originally intended for Dokka to be able to perform melee attacks with the wrench at the press of a j-button. And only when held down and fully charged, she would be able to throw her wrench. We unfortunately didn't have time to implement that :(

6. There is just one boss-fight, after which the game ends. I haven't gotten that far myself so I don't even know what the boss I myself designed looks like inside the actual game yet :'D (I'm the designer behind this game, I don't draw the sprites. And Iv never had the time to show me what it looked like because we were running out of time and he was hard at work already as is!). There's also an ending to this game ~

7. For the boss to telegraph its intentions is a good suggestion, and something I agree with

Thank you so very much for your critique, friend! ^_^

Developer(+1)

Hi! Thank you for playing, I'll try my best to fix the issue with the camera, I agree it may be a little too short, I got an idea to mitigate the issue with the music, having 1 or 2 more to switch places with that one may solve it. Could you tell me what SFX felt out of place?

I'm sorry, but what do you mean about charging the arrows? I don't quite get it.

That one is the only boss, and yeah, I make a lot of bullet hells, I'll try to make some visual effects for the attacks he is going to make so the player can prepare.

Did you use the crafting table? You can upgrade your damage and max HP, and even heal there, if it's too hard you can farm the enemies for loot in previous levels.

DeveloperSubmitted

Iv, by the arrow he means the wrench, as I had explained above