Disclaimer: I Kickstarted this game.

I didn't play Doko Roko for very long at all and don't have a ton to say about it.

The controls are abysmal. Using a controller isn't supported in most menus and stops working randomly in game (in addition to there being zero deadzone initially defined, so your character runs forever until you go in the options to fix it). Keyboard and mouse control seems ok, but doesn't make up for the unpolished nature of the gameplay itself.
Jumping and wall-jump detection are sketchy, hit boxes are unclear when they aren't completely obscured by VFX, attack range isn't clear and has no weight or impact, taking damage has no weight or impact, damage taken or healed isn't clear. There is no pause in the game even with the options menu open or while locked in place talking to an NPC, things happen and can kill you.
The one boss I fought was a giant snake in a small room firing undodgeable waves of bullets (maybe you can dash through them, but i-frames are unclear?). It was basically just a chaotic mess.

Doko Roko looks ok in some parts. The main character and enemy pixel art are well done. Environments, however, are bland and samey while somehow also being very busy. I didn't realize a boss door was there until I walked over it randomly and a UI element came up to interact.

This game is more like a very rough gamejam prototype without very much polished (or even passable) gameplay implementation. There isn't really any reason to spend any time with this game, unfortunately.

Reviewed on Oct 10, 2022


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