Doki Doki no Artichokie by Jezzamon

[raw]
made by Jezzamon for LD 43 (JAM)

Doki Doki no Artichokie

Metroidvania about sacrifices. And vegetables.

A like a good metroidvania, there are a variety of powerups to gain as you progress. But every time you do, you must sacrifice one of your existing powerups. Depending on what choices you make, you'll need to be creative about making it through the game.

Controls

  • Move: Arrow Keys/WASD
  • Jump/Wall Jump: Up/W
  • Shoot: Space
  • Dash: Shift
  • Select a powerup: Arrow Keys/WASD, space to select.

Note: There is a clear 'ending', and no matter what choices you make, you can never get stuck, there's always a way to get forward. You just need to be creative :slight_smile:

We were a little short on time (not really surprising for a game jam...), so it's not as fully fleshed out as we'd like it to be, but I hope you still enjoy it!

ddna.png

Ratings

Given 9🗳️ 6🗨️

Feedback

jharler
04. Dec 2018 · 15:19 UTC
I'm not sure what's going on, but this has crashed on me twice. Once in the title screen and another about 30 seconds into the game. I haven't rated the game, but thought I'd let you know.
🎤 Jezzamon
04. Dec 2018 · 17:25 UTC
@jharler oh no! Did you get any error message or anything like that or did it just freeze?
jharler
04. Dec 2018 · 17:43 UTC
It just froze and then the Window's message saying the app isn't responding came up. I didn't see a log file or anything.
mrthee
05. Dec 2018 · 05:52 UTC
@jharler what happens when you try running the game on low?
Maruki
06. Dec 2018 · 00:09 UTC
I think this is my favorite entry so far. I mean: every time you die you come back with a different head, which is a vegetable, the character dies in a very cute way, the song is cute, there's a butterfly (which, as you would expect, I could not sacrifice)... I could go on. This game has a very specific type of humor that I enjoy. Great job!
Karai17
06. Dec 2018 · 08:28 UTC
This game ended up exceeding my expectations; quite a fun little platformer with some goofiness to it. My criticism would be that the controls felt a bit too floaty and difficult to use. The game also hard crashed on me, heh.
mrthee
10. Dec 2018 · 03:24 UTC
Game has now been rebuilt with Unity 2017.2. All runs on my Windows machine has proven to be stable so far :sweat_drops:
aurel
14. Dec 2018 · 17:05 UTC
Wasn't bad for a platformer but it wasn't immediately obvious what I was giving up when I was sacrificing. I lost the butterfly, but I have no idea what the butterfly did or why I gave it up and so I ended up keeping wall jump... but I never had a chance to USE wall jump.

Another thing that could have made it better, is if you displayed a counter for the number of stars earned. I wanted to see how well I did, but by the end of the game there was no way to actually know if I did well by going out of my way to collect the stars or not.

Otherwise, it was actually fun. The platforming was forgiving, the enemies were learnable, and the variety was nice.
BloodJohn
15. Dec 2018 · 15:46 UTC
The platformer is difficult for the first level. But the mechanics with the victim are great.
citsua
17. Dec 2018 · 18:55 UTC
I loved the heads changing after each death, the funny dialogue and the graphics in general! The controls felt really awkward though, with the knockback turning your character around, the gun not hitting enemies if you're too close and the dash having no feedback at all
A cute idea with a lot of small things to fix, if you ever do a second version I think it could become really enjoyable!
static ddq
24. Dec 2018 · 04:53 UTC
The controls is the the smoothest thing but it does function well most of the time. Sometimes jumping causes the player to move forward by abit and the wall jump doesn't really wall jump properly at times. I like the artstyle of the game though and character models feel alot like A Hat In Time.
PonchoGuy
31. Dec 2018 · 17:59 UTC
Hey nice game, I played this on my stream!

I like how you did the sacrifice mechanic, it had great implementation and really fit with the theme! :smile:

![Untitled.png](///raw/6e6/2/z/1fe2a.png)

The mushrooom guys were pretty cool too! :yum:

A quick change I would add would be more detailed powerup images or even text - It was hard understanding what each did until I already made the decision.

For a more long term update, different map variation/s could be nice - Seeing green all the time did get a little stale, although maybe that would have been too much for the scope of the jam.

From us at [Whales and Games](https://twitter.com/WhalesAndGames) thanks for the game, it was a great play :thumbsup: