wow love the boss ability design. it is quite challenging to me as i don't usually play this type of game. but i did play serval times to finish it. it really fun. great work
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Not as it seems's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #266 | 3.411 | 3.411 |
Audio | #289 | 3.329 | 3.329 |
Graphics | #292 | 3.712 | 3.712 |
Game Design | #317 | 3.425 | 3.425 |
Overall | #494 | 3.139 | 3.139 |
Innovation | #761 | 2.658 | 2.658 |
Theme | #1000 | 2.301 | 2.301 |
Ranked from 73 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
It's a boss fight with some projectiles that can be real, or not :)
Did you write all the code and made all the assets from scratch?
Some graphical buyed assets have been used and credited. (You can find mac build on the game page)
Comments
Thank you, we took a lot of pleasure designing the boss' abilities :D. It is indeed challenging because there is some lack in term of accessibility and feeling for the controls, making the game harder than it should be. I hope we'll be able to fix that after the rating periods so we can be even more requiring :D
Loved the game, I'm surprised how well the art style is for such little time!
As was mentioned many times before - I don't think it fits the theme.
On the other hand - it's great game. :) Although it'd be cool if you could move while attacking, many times I just stood there, spamming click and wanted to move - and nothing happened :D
Thank you for your feedback. Indeed we had some ideas about having more reactionnary actions (such as breaking the pattern to make a melee attack before going back to the pattern, enraged mode with full melee attack things like that). Unfortunately the tool we made to craft the AI wasn't thought that way and we just didn't had the time to make it fit our new ideas with the time left, but yeah if we do updates that's definitely something we will be considering!
I'm amazed you did this in a week, it looks so good!
Like others said, it doesn't really fit the theme as it is now and it would be nice having some smaller fights before the boss fight. But all that being said it's still fun and challenging which are the most important parts. The only slight complain is that sometimes the melee attack looks like it should hit, but it doesn't.
You caught my attention with soulslike combat. Shame its only 1 fight though, I thought the first fight would be like a tutorial or something like how dark souls would throw you into the deep end of the pool to force you to learn its mechanics or never be able to progress.
Nevertheless, based on the 1 fight, i have quite a few pointers. Honestly, getting these kinds of games to feel right is really hard to do, especially when it comes to melee combat. These pointers will be based on a soulslike style of combat rather than the typical hack and slash combat.
- Melee feels really off when you are stuck in place. There should be a forward momentum when you attack while moving in a direction. Instead you instantly lose all momentum when you perform a melee attack. Being able to spam dashes is fine (?) depending on the type of game you want it to be. It makes the fight a lot easier since you can just ignore most mechanics with i-frames, and since theres no stamina system, its something you can just do non stop without any repercussion. You dont lose out on damage if you dash too often or you dont get punished for mistiming a dash since theres no recovery time for the dash.
- The ranged attacks are well implemented. Limiting them with a mana system that you need to regain through melee attacks is a good factor, though this makes it less of a soulslike and more of a pew pew dualstick shooter game.
- Animations for everything are too fast. The boss teleports around instantly rather than walking towards you, meaning theres no sense of spacing. It spam attacks non stop and cast attacks with barely any windup animation, so it really favours the safe ranged option over melee since you actually have some room to react against projectile-based attacks. Though this leads to my next point:
- The fight doesnt feel punishing. The boss' attacks do little damage to compensate for its spammable attacks, and you dont feel like you "played wrong" when you get hit, since you can basically tank the hit and continue whaling onto the boss. I would much rather enjoy if animations had windup duration where you could react to while being more punishing if you actually get hit. This plus the above pointer leads to a very button-mashy combat system. Instead of closely studying attack patterns and finding openings for when to play offensively or defensively, its a damage race to see whose health bar drops faster.
And like what others have said, the fight has no relation to the theme. Still though, I enjoyed my time with the game and its a really solid attempt at making a boss fight. You guys should be proud of what you have accomplished. The soulslike genre in general isnt really friendly to the general audience anyways. Even if you execute it right, some will feel that the system is still bad and too punishing while others will get extreme dopamine kicks from overcoming a great challenge. Anyways i prepurchased elden ring and i still dont have any free time to play it ahhhhhhhh okthxbi
Thanks for the reply! Your pointers are quite accurate, these are mostly things we thought of but didn't have time to implement, it was hard to keep our expectations with the time limit but still, we're happy with the result :) About the theme, the "is not real" part of the game is based on the boss's fake attacks, at least that was our goal. Anyways, I'm glad you still enjoyed it!
Thank you for this very detailled feedback, I do agree with you about the mechanic in itself, unfortunately we wanted to do some of what you stated but lacked time as it's been stated. :(
However, your feedback made me realize that we were "selling" it like a souls like game when it is absolutely not, because as you stated souls like have a slower-pace with more punishing mechanics and balancing. We were more inspired by games like Furi, Hades and the hack'n'slash genra in general that's why we wanted something very dynamic and fast-paced that meets theses standards and I think we will have a different approach when we'll advertise it
So epic, it is hard, but not impossible. I love the graphics and the effects.
really cool game i liked the idea of it
the gameplay was fun too
great job man
Pretty good~! Had fun trying to take down the boss. However a bit unsure about the theme. But I guess it works.
Audio: really nice, fits the game nicely.
Art: the menu screen made me grabbed the controller immediately because it was really good and also it has Gamepad support lul. As for the game, looks pretty solid, would have loved to play other games with hack n slash mechanics with this type of art style. Love it!
Download via itch-app didn't work. I guess because the game is in a sub folder... but normal download and play works. I beat Dark Souls, so was also eager to beat this dude, too... Made it in 2nd approach, was expecting some sort of firework or so. :) Challenging and the core battle mechanics feel nice.
Thank you very much!
Indeed I've made a folder because I personally dislike create a new folder to extract in it but I had no idea it would create issue with the itch-app.
We are discussing about pursuing a bit the boss because there is obviously lack of polish/bugfix and I had 4-5 designed attack that we couldn't make because we had no time to make the graphical assets for it but that could be added in the future :)
Good game, not sure about the theme but nonetheless I enjoyed it. I think it's too fast paced to realise if it fits the theme without you telling me :D
Yeah that's fair. We lacked time and had only the ability to implement fake/real projectiles but we wanted to do it on melee attack asweel and gives a mechanic to the player to activate/deactivate part of environment to fit it even more. We tought doing a boss fight in 1 week on our free time was doable with everything around it, but apparently we were wrong hahaha
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