Play brawl
MY BOSS IS FIGHT!!!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #774 | 3.942 | 3.942 |
| Overall | #1407 | 3.468 | 3.468 |
| Enjoyment | #1803 | 3.135 | 3.135 |
| Creativity | #2249 | 3.327 | 3.327 |
Ranked from 52 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You play as the villain team trying to outdo the traditional party of heroes by creating and playing as a boss monster for them to fight.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
We made almost the same game! I also made a boss fight building game, and it's interesting to see how we both took different approaches to the same idea. You game does have much better art and it's better at explaining itself, so I could learn from that.
Great job!
Ayyyy, what are the odds?
Even though it's past voting time, I'll still play yours! I'd love to see what differs in our approaches.
Regarding "explaining ourselves better", we actually learned from the last jam that we did that intuitive in-game tutorials for jam games are an absolute necessity, because a lot of people got confused about how our last jam game controlled, and we took that feedback into consideration for this game.
This would be a cool game, but this game makes you do the exact thing over and over again just to gain gold. There isn't even a point to play this for over 2 minutes.
That's a shame since I found the art and music style really cool.
Thanks for liking the art and music! We put a relatively decent amount of thought into them for a game jam deadline.
And yeah, beyond buying every move in the shop, not much incentive to keep going, which I agree is a huge issue. Maybe in a post-jam update, but that's if that even happens.
Nice concept and artwork but there is no goal to play this, you could add rewards every time we win or something like that, but overall good job, Can you also play my game so I can get feedbacks!
Sorry, I'm just now seeing this, I've had to work my day job all this past week, and although it's past voting time, I will still play your game!
I agree, there's not much of an incentive to keep playing beyond buying everything in the shop, but hey, it's something!
Thank you!
Awesome game. Really fun! Only complaint is that the spell descriptions were hard to read and sometimes off-screen.
There's a smaller font in the game files, we didn't have enough time to change the font of the text before the deadline. We tried to compromise by putting new line characters everywhere instead. Thank you for your feedback, and glad you enjoyed it! :)
Fun/polished take on this idea for 48 hrs! Well done.
Appreciate it! Thank you for playing it!!
Love the Pokemon-like gameplay with Megaman-like music! It's amazing that you guys did a turn based battle with a shop system in such a short time, so impressive!
Yes!! I always turn to Mega Man as inspiration for all of the music I make. I use the same instrument sets too. The turn-based combat was decided last minute. It was originally going to be an auto-fight, but we thought it best to give the players something more to do to be active.
Thank you for your kind words! :D
Really clever spin on the typical boss fight scenario with a surprising amount of strategic depth. Would be really cool to see this concept extended with a more focused progression/game loop, but this was a super fun and impressive experience nonetheless. Great work!! :D
I bought a cheeseburger and a hubris huff.
... I did not survive
Keep saving that pity money, you'll get that shiny new damaging move in no time flat! :)
The art and music were nice and overall was a fun time I do feel everything was a bit too easy, maybe lock the different characters behind money or somehow restrict the players options as it is too easy to have an "perfect" loadout.
So believe it or not, buying characters was left on the cutting room floor. We called it the "hiring" system. We just didn't have enough time to implement it, and figured the thing people would want to customize the most would be their moveset.
Oh and thank you for the music compliment!! I love composing for my games.
Also yes, we're well aware of the game's accidental insanely easy difficulty, and we're equally sorry for that, but I'm glad you still had fun regardless!!