A pretty simple and fun little boss battle. Given I'm a bit of a shooter veteran, I was able to smoke the guy no problem--but I didn't come here to wank off my superior gamer genes.
The presentation of it was really nice! A low-poly look with flat textures made everything pop out, and the Demiurge himself was sufficiently spooky. Very cool. The wand looked like exactly what I would expect from an indie rendition of Heretic, and I liked how you could shoot the attacks down.
Seems like the rain from above requires pure luck to dodge; there's the floating platforms in the distance you can jump to, but recognizing the attack and making it there in time is an extremely narrow window, so it's just easier to eat the damage. Thankfully the gem's there to help heal, which I like a lot! Putting yourself in the open area and risking more damage or making use of cover and taking less damage.
That being said, I stayed hugging the crystal pretty close anyway because of the lack of slopes in the area--a lot of times I would be backpedaling away from an attack, only to hit a snag on the wall and eat an attack to the face. And it didn't taste good, no sir.
Still, a fantastic game and a good product. I'd be interested in seeing more of this, if you decide to pick it up again! Congratulations on making it through the gamejam!
This is exactly what I was going for, thanks!! It's definitely possible to spam attacks and rush the boss down but the goal was to have it be quite challenging unless you fight smart. (also yeah I noticed the ponder-orb situation too! meme background radiation bleeding in to game jam work)
Idea is pretty cool. I like the art style. Would be cool to see more enemies/boss to fight. However, air movement feels bit silly, but it not so bad because of ground-type gameplay
I think you're 100% right! It's a bit floaty, and there's actually a bug where in certain situations a jump launches you in totally the wrong angle. I'm gonna see if I can tune up the character controller and release a post-jam version with much tighter controls.
It's a pretty good art style, and I always love to see a fellow Godot user. I wish there were more levels, especially since an interact mechanic was introduced but only used at the beginning. Pretty fun little game besides that.
Godot's so neat! Yeah, I had ambitions to include more interactive things inside the sanctum (including having it expand over time as you progress in the fight) but cut it for time. Might add it in the future though!
Comments
A pretty simple and fun little boss battle. Given I'm a bit of a shooter veteran, I was able to smoke the guy no problem--but I didn't come here to wank off my superior gamer genes.
The presentation of it was really nice! A low-poly look with flat textures made everything pop out, and the Demiurge himself was sufficiently spooky. Very cool. The wand looked like exactly what I would expect from an indie rendition of Heretic, and I liked how you could shoot the attacks down.
Seems like the rain from above requires pure luck to dodge; there's the floating platforms in the distance you can jump to, but recognizing the attack and making it there in time is an extremely narrow window, so it's just easier to eat the damage. Thankfully the gem's there to help heal, which I like a lot! Putting yourself in the open area and risking more damage or making use of cover and taking less damage.
That being said, I stayed hugging the crystal pretty close anyway because of the lack of slopes in the area--a lot of times I would be backpedaling away from an attack, only to hit a snag on the wall and eat an attack to the face. And it didn't taste good, no sir.
Still, a fantastic game and a good product. I'd be interested in seeing more of this, if you decide to pick it up again! Congratulations on making it through the gamejam!
Very satisfying experience. I love the visuals (those creepy red eyes of the boss are truly the best) and the way the mechanics work is very smooth.
This is exactly what I was going for, thanks!! It's definitely possible to spam attacks and rush the boss down but the goal was to have it be quite challenging unless you fight smart. (also yeah I noticed the ponder-orb situation too! meme background radiation bleeding in to game jam work)
Shout-out to the look of your boss guy. That title card draws me right in.
This is such a neat little game! It was way more fun than I was excepting.
Very relatable story! Had a lot of fun dodging projectiles and flinging spells.
We've all been there 🙏
Idea is pretty cool. I like the art style. Would be cool to see more enemies/boss to fight. However, air movement feels bit silly, but it not so bad because of ground-type gameplay
I think you're 100% right! It's a bit floaty, and there's actually a bug where in certain situations a jump launches you in totally the wrong angle. I'm gonna see if I can tune up the character controller and release a post-jam version with much tighter controls.
It's a pretty good art style, and I always love to see a fellow Godot user. I wish there were more levels, especially since an interact mechanic was introduced but only used at the beginning. Pretty fun little game besides that.
Godot's so neat! Yeah, I had ambitions to include more interactive things inside the sanctum (including having it expand over time as you progress in the fight) but cut it for time. Might add it in the future though!
Really like the art style! Good level of polish too for a jam game! You could expand this into a cute devil daggers with magic wands kinda thing?
nice artsyle
Really cool i want more.