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A jam submission

Boss RoomView game page

Play as a boss while a pesky player gets better at the game!
Submitted by Limited Limitations (@LtdLimitations) — 1 hour, 30 minutes before the deadline
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Boss Room's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#7073.6003.600
Presentation#7713.9433.943
Overall#9163.6573.657
Creativity#19423.4293.429

Ranked from 70 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 a metroidvania boss confined to one room rather than exploring an open world

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?

No

We used pre-existing audio

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Comments

Viewing comments 20 to 1 of 45 · Previous page · First page
Submitted(+1)

By far my favorite take on the "Play as the boss/villain" games! very polished.

Submitted(+1)

I really liked the concept and the AI is very well made! Nice work

(+1)

Very cool, I played up til level 25 because it was so addicting. I just wish there was more! If you ever iterate on this, it could be cool to have a ""co-op"" mode where multiple heroes fight you simultaneously with different AI patterns, and possibly more variations on the 2nd phase mechanic.

Submitted(+1)

Brilliant! I loved this, and had a great time playing it. 

Like someone else below, I was a bit confused as to why my buttons sometimes didn't work. Some of that was just because I'd read the controls but didn't have all the upgrades yet, but the other part was that you can't use another skill while one is in progress. Some feedback for when a player tries to do the action but can't would have been nice (also probably for when the skill is still on cooldown). 

But anyway, I really enjoyed this (got to round 21, with all the upgrades, though one's cost changed to 1074573526, which is presumably a bug rather than just a high cost). I even went to get my mouse after I struggled around with the trackpad of my laptop for a while, because it's such a nice experience. Great job!

Developer(+1)

Ah yeah the cost issue only exists in the webgl build, it just means you've reached the max upgrade. Usually it says 0, and on the standalone builds it correctly says max.

Submitted(+1)

Great concept, this is a fun one!

Submitted(+1)

The concept was done very well and has a lot of things to do! Well done!

Submitted(+1)

Thanks for submitting your game to the stream! If you wanted to look at the vod again in the future here it is timestamped to your game

Submitted(+1)

Solid Game! Love the art and once I got the hang of it, I was laying the smackdown. 

Submitted(+1)

It was a great game but after unlocking the laser all of the other attacks felt kind of useless.

Submitted(+1)

Very nice game, well made!

Submitted(+1)

Superb game! Cool idea, fun gameplay and great work on the AI!

Submitted(+1)

That's a very fun game! I lasted till round 14. It would be nice if you could do multiple actions at the same time. Also, at the end, I feel like all the moves become useless except the charge one. When I use the laser, the player keeps jumping and hitting me because he jumps to the ceiling, and I have nothing else to do. If I move away, that makes the laser useless because I'm not hitting anymore. Also, all the mines end up missing, so I found myself just using charge. All in all, that was a very nice and fun game with amazing art!

:D

Submitted(+1)

Very cool!  It was fun trying the smash the little TV dude white it was jumping / swinging in the air (funny how you do that in a lot of boss fights hehe).  The boss attacks were creative too.  The upgrade menu between fights was a bit confusing at first, but then I got it.  The presentation was good looking and the effects were great too, like the yelling roar~! Neat game indeed!! Please check out my non-creative entry when you can :D

Submitted(+1)

Glad I stuck with this because this turned out to be a great game. At first I was very confused what was going on -- the only button that seemed to do anything was right-click, and only sometimes it would work. I guess then I read the description or tutorial and realized that the thing I thought was a scoreboard between rounds was actually a store (maybe I should have read the word "Upgrades" instead of clicking through it immediately). And then also those icons at the bottom of the screen were cooldowns, and you could only use a certain attack if it was lit up. And I thought, "wow lol I def would have realized that if I played more mobas or mmos".

So after that it was fun. I liked how your opponent got more abilities just as you were leveling up too. It def starts becoming trivial after a bit (ie once you get all the upgrades), but there's only so much you can do in 48 hours after all, and I must say it looks very polished and plays great.

But I see why games will put button icons right next to the cooldown meters, for idiots like me who don't realize those are my attacks that I'm allowed to use. Am I the reason why Skyward Sword had a giant Wii controller on the screen at all times? Am I the reason why Assassin's Creed Unity was 50% covered in UI HUD?

No, but I would've also maybe liked an indicator on your opponent's health, but that's a personal choice. Castlevania games for example don't give any indication of your boss's health, and they're popular despite the fact that I find the lack of feedback there frustrating -- like you give a boss all you're worth, and you won't even know if you've taken out 99% of its health and it was one hit away from death or if you barely scratched it.

I'm rambling now I think. But good game, great job, very nice.

Submitted(+1)

The game is really fun, it fits the theme, but I was specially amazed by the AI on the “player”, it really feels alive, I really enjoyed the movesets and dodges, it wasn’t predictable at all to me. Congrats, very good game!

Developer(+1)

The trick is to delay the player's sensors from its inputs

Submitted

amazing catch, very creative implementation!

Submitted(+1)

Really great game, love the concept and it also feels really nice to play. The only thing I was missing was some hit-feedback and maybe even the player's health bar.

But it was a lot of fun none the less. Keep it up!

Developer

Thanks for the feedback! It's pretty much what I gathered on my own but I didn't really have time for that last bit of polishing. Perchance I can fix it up after the jam, though I think I'm gonna focus on adding this boss to Ruptured!

Submitted(+1)

Yeah getting everything in you want during those 48h really is tough. But I definitely gotta check out Ruptured then.

Submitted(+1)

Superb. Played til round 21 when I had all the upgrades unlocked. That player won't give up though huh...

Developer

He just like me fr

Submitted(+1)

Man, that player character has more determination than I think I'll ever have XD

I also find it interesting how you managed to make this an extension to the steam game you seem to be developing.

Developer

I needed to learn how to make boss fights, so I forced myself to make one in 48 hours. It also meant I could reuse some audio and graphics, and make a graphical style that I am familiar with!

Submitted(+1)

Really cool concept! 

(+1)

A nice little game and quite challenging. Nice non-distracting music, but it didn't motivate me much. I had the impression that the boss doesn't react to the controls as it should sometimes /fireweapons? I only bounced to the hero... maybe that's the intention?/. I made it to the 10th round, not sure if that's a lot or not enough? Theme accomplished, I enjoyed the game. 

Viewing comments 20 to 1 of 45 · Previous page · First page