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A jam submission

GMTK 2019 - Bass BossView game page

Submitted by DreadKyller — 52 minutes, 48 seconds before the deadline

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GMTK 2019 - Bass Boss's itch.io page

Results

CriteriaRankScore*Raw Score
Design#11442.9092.909
Overall#18332.2732.273
Adherence to the Theme#20912.0912.091
Originality#21971.8181.818

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I liked the crazy art design :) Nice game.

Please look at my game as well https://itch.io/jam/gmtk-2019/rate/461311 I hope you'll like it as much as I liked yours :)

Thanks for your kind worlds :) Had fun making the art. Sure i'm gonna give it a look !

Submitted

This is an solid entry! But it could benefit from some feedback. Like particles or sfx when the bullets hits the boss. Likewise when the boss or the air plane damage the player. Even though the art was nice and unique, some overall juiciness could make the game more enjoyable.

But how ever, well done! :)

Thanks man, glad you like the art and the game overall. Yea, there are a ton of things that couldn't get through the game, we had solid ideas but we didn't had the time to complete them (randomness in the attacks so the player couldn't predict them, and a phase two, for example). The lack of SFX was a bump, and the fact that the music is almost unhearable, and that there's not that second track i wanted to put in too, but well, we did manage to get some stuff done. A menu or UI would have been cool too, but with three days, even though Dread and I where rushing, it was indeed a complex idea to get in time. It's the first game i ever made, so i'm proud of it, and i already told Dread that whenever he likes we can continue it to get the things we liked most done, for the good of knowledge.

Submitted

I liked the artstyle, very weird and crazy! Some soundeffects would be great. It's a bit hard to tell if you hit the boss or not. Well done!

Developer

Yeah, near the end I was rushing trying to get as many sounds in as I could but kept having unexpected problems, there is technically a player death sound for example but I think the volume is too low to really hear it and didn't have time to boost the volume.

Submitted

Woah the art was so trippy I loved it! Very cool style! Boss was challenging but not impossible! Wish there was a victory screen, but even still that was a very fun fight! Kudos!

Would love if you could check mine out too! Or not, no pressure ;) https://itch.io/jam/gmtk-2019/rate/462672?after=20#post-876644

Glad you like my art ;) Sure, gonna try it and leave you my feedback.

Developer

Yeah there's a lot I wish we could have got into the game as well, lots of glitchiness I wish could have been resolved with some of the attacks, there was an entire second, more intense version of the music that was meant to play after you get to 50% health, but I fooled around with that until pretty much up to the deadline so I had to just strip it unfortunately. Thanks for your kind words. Before publishing I made sure the boss was possible to beat no-hit (at least as much as you can test with RNG). I see that fela already replied about your comments to his art, but thank you again.

Submitted

Very trippy game, and that's cool. It's nice that you managed to finish a game togheter even if you have tried for the first time to participate on a game jam. Nice work guys, I hope that you can polish it after the jam ends.

Developer

It was my third jam, but the art, animations and sound were done by fela who this was his first jam ever, and my first as a team. Thank you very much for your words.

Does it fit with the theme yes. But does fitting with the theme make it better no. It doesn't bring a new side to the normal boss fight. I mean its not bad but its just a boss fight.

Developer

I agree, this was my first jam with someone else. It was their first jam, and we had some difficulties in development that caused us not togget done what we had wanted so the end product is a bit more lackluster. The original idea had a large palette of attacks and each attempt would greatly vary up the boss's moveset so that each fight was unique, but we didn't have time. The original idea was more to have a game where you have to learn the tells of the boss's attacks in one playthrough, because if you died the moveset, animations, and level layout, and more would be different, so it was going to be more of a Only One Life. We didn't have enough time to do that and so it ended up being "only one fight" unfortunately.