Play game
Boss Room's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #707 | 3.600 | 3.600 |
Presentation | #771 | 3.943 | 3.943 |
Overall | #916 | 3.657 | 3.657 |
Creativity | #1942 | 3.429 | 3.429 |
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
I had fun with this. It took me a minute to get the hang of it.
Pretty good game, I would give more attacks and more background art.
Great game, really puts me in the boss mindset if you know what I mean haha
I imagine that player AI is not too complex, but I was impressed how it dodges mines or hides from dashes in the corner. Great Job!
It is a very enjoyable game, it is simple but quite entertaining. The music is not to my licking but it works, the sound effects are fine and the graphics are adequate. Good job!
Lots of nice ideas in here, it just needs more juice and player feedback. The attacks are all cool, but tricky to use properly. I was hoping to be able to use multiple attacks at once but it seems there's multiple cool downs going on, 1 for each ability and another to be able to attack at all.
It's only individual cooldowns, and you can't attack at once because most game bosses can't do that.
Absolutely makes sense in context. I was just bummed that I couldn't try to trick the player by layering abilities
Yeah I definitely think that could be a lot of fun too
By far my favorite take on the "Play as the boss/villain" games! very polished.
I really liked the concept and the AI is very well made! Nice work
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.
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!
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.
Great concept, this is a fun one!
The concept was done very well and has a lot of things to do! Well done!
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
Solid Game! Love the art and once I got the hang of it, I was laying the smackdown.
It was a great game but after unlocking the laser all of the other attacks felt kind of useless.
Very nice game, well made!
Superb game! Cool idea, fun gameplay and great work on the AI!
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
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
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.
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!
The trick is to delay the player's sensors from its inputs
amazing catch, very creative implementation!