One Bullet Dokibird
Post-jam update!
Thank you to everyone who played our game during Doki Jam! Now that the jam is officially over, we've got a big update to flesh out the game a little as well as add a bit of bonus content to unlock.
We've completely overhauled the aiming system with a new UI, better sensitivity response, and a smoother laser at extreme sensitivities. It should now be much easier to get some really creative angles, so bounce away!

There's also a brand new gallery mode that unlocks upon completing the story, featuring CGs, concept art, spritework, and sketches by the team. For the achievement hunters out there, we've also added a bonus CG as well as a secret ending, each with their own unlock conditions.

You can find the full patch notes below. We will also preserve the version that Doki played and was judged by the jam team in the downloads (v0.7.8).
Thank you all again for playing!
Controls
- WASD / Arrow keys: Run
- Right click / Q (Doki): Enter aiming mode
- Left click / F / Space (in aiming mode): Fire
- WS / ED (in aiming mode): Adjust sensitivity
- Tab: Switch between Doki and Mint (if available)
- Left click / F / Space (as Mint): Push objects
- R: Reset level
- Ctrl / Shift: Walk (slower)
- Mouse wheel up / down (in aiming with reactive sensitivity off): Adjust aim sensitivity
- M: Pause and open in-game menu


What is Reactive Aim Sensitivity?
You might have noticed this complicated sounding option in the settings menu. One of the biggest technical challenges we faced during development was controlling the aiming laser; true to the theme, the tiniest nudge in angle can result in wildly unpredictable changes after four or five bounces. We wound up implementing two systems to help the player with this:
- Reactive mode (default) automatically lowers the sensitivity with the number of bounces in the predicted path
- Manual mode allows you to adjust the sensitivity of the aiming laser with your mouse wheel if you want more control
With reactive mode on, you can still override it while aiming by adjusting the sensitivity using the manual controls. The reactive sensitivity will be disabled until the bullet is fired or the aim button is released.

Team
- Frel - Sprites
- Gioba - Programming, music, and sound effects
- Nexidava - Level design and story
- 0rcazone - Illustration and UI design
- RiceGnat - Programming, sprites, and level design
Changelog
- 0.7.4
- Doki Jam release!
- 0.7.5
- Switched default aim mode to reactive
- Fixed some graphical issues
- 0.7.6
- Added Shift as an alternate keybind to walk (because Ctrl-W closes the browser tab) and added Q as an alternate keybind for aim (formerly Shift)
- Fixed an error in the title/intro art assets
- (Windows build only) Added fullscreen toggle in settings and fixed window sizing and positioning for 1080p screens and smaller
- Added Shift as an alternate keybind to walk (because Ctrl-W closes the browser tab) and added Q as an alternate keybind for aim (formerly Shift)
- 0.7.7
- Fixed graphical issues in stage 5 and stage 12
- (Web only) Fixed BGM looping bug
- (Windows build only) Fixed window positioning for more edge cases
- Fixed graphical issues in stage 5 and stage 12
- 0.7.8
- Fired bullet should now be accurate to the aiming laser even after multiple bounces. It will still not account for obstacles destroyed by explosions mid-flight (by design), but it should no longer veer off course due to compounding physics errors
- Fixed factory ambience being unintentionally too loud
- (Windows build only) Fixed mouse cursor snapping to the center of the screen when opening or closing the in-game menu (unfortunately we don't have control over this on web)
- 1.0.0
- Overhauled the aiming system!
- New UI for sensitivity feedback
- Now using double precision for smoother aiming at more extreme sensitivities
- Reactive aim sensitivity may now be overridden while aiming by inputting manual sensitivity adjustments (disabling it in settings will always use manual override mode)
- Added a new setting called Enhanced Bullet Prediction that will highlight secondary targets from explosions as well as factor in chain reactions and explosion delay timings. It is disabled by default, but you can try it out if you feel like you need some help!
- Added unlockables, including a gallery mode on completing the game, a bonus CG, and a secret ending! Note that unlocks are not retroactive, and you'll have to complete the game again as well as any other unlock conditions.
- Adjusted some of the script, including more ragebaiting at Doki's request
- Text speed setting now works properly
- Lots of visual and audio fixes
- Overhauled the aiming system!
Stumped?
Don't worry, we've prepared solutions for all the levels in the downloads. Most stages can be solved in multiple ways, not just the one shown! Alternatively, if you would prefer to pretend like you're playing it watch a video, Nexi has recorded a walkthrough video for you.
| Status | Released |
| Platforms | HTML5, Windows |
| Rating | Rated 4.7 out of 5 stars (9 total ratings) |
| Authors | RiceGnat, Gioba Games, Nexidava, orcazone, itsjustfrel |
| Genre | Puzzle |
| Made with | Godot |
| Tags | 2D, Short, Singleplayer |










Comments
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"Robussy not depicted(silicone)" Incredible.
Great!
did everything now including the Alternative ending!
Fun :)
This is really cool and well put together, both the art and the game design. I feel like I bruteforced my way through it with some of the weird angles I could get, and then I got stumped by the first two boss puzzles. I had to look those up; but at least I managed the last one.
I do think lining up the shots feels weird, a little uncomfortable. Trying to slowly move my mouse to see what angles pop up. But still, this is great. I love the way Mint was included, helping by pushing blocks, it's so perfect. And the ending is amazing, lol.
Congrats on the 2nd place! Love the artstyle and game mechanics! 8/10!
absolute cinema 10/10
but for real the level design and art are astoundingly good, there's a great deal of polish to this game and it show
very fun and challenging!!! i love the mechanic of switching to mint, and the art is very very cute! (´ω`*)
I think this is an amazing game! It looked polished with the pretty visuals and very challenging puzzle. Unfortunately, I don't think this game is for me cus I have a VERY BAD hand control LMAO
I keep holding my breath to aim the bullet as fine as possible, and even with the manual mode I kept overshot or undershot it.
(This is basically my deliberate way to say I have massive skill issue lmao)
Nonetheless, this is still a good result, props to everyone working on it! xD
This is perhaps one of the best games in the Jam. Ironically, this was the same initial idea as my OWN jam game before "follow the fun" made it what it currently is. I am happy to see the original thought polished to such a degree. Truly, if you don't win outright, it will certainly be top 5. I will leave my full thoughts in the submission page, truly well done! Well done indeed!
Actually a really good game. Also damn its hard xD
Cute game! Love the mechanics even though I'm a bit dumb lol
Great work everyone! <3
I like the designe
must say quite good only bug i really encountered is in one of the earlier levels(bullet bounce introduction) you could move a box and just walk up to the enemies didn't really help me beat the level but still i assume that wasn't intended-
I need to be put down. Dragoons shouldn't be allowed.
HELLO I THOUGHT THIS WAS A PUZZLE GAME???
69/10 would recommend to a friend, would come again.