Great game! I loved the music that fitted the graphics and the feel of a real boss fight!
I would appreciate maybe the rocket reworked a bit so when you're in the air you would need to hold W to use it rather than pressing it twice, but rather than that, an amazing entry and a real challenge!
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DieOptic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #816 | 3.393 | 3.393 |
Overall | #952 | 3.464 | 3.464 |
Presentation | #1126 | 3.571 | 3.571 |
Creativity | #1228 | 3.429 | 3.429 |
Ranked from 28 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?
The boss' phase changes according to the roll of the dice!
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
Comments
very nice game
I like the esthetic and the art. the sounds are also very satisfiying to my ear :D
a bit to hard honestly but overral Great game :)
Right out of the gate that eye is going to haunt me forever, it is absolutely brutal and i intend to defeat it after I finish this review. The game looks and sounds really nice, you did a really great job. The eyes attacks were very readable and presented well. I appreciate that you had a sound for when the player was getting hit and for when they were flying. I also really like the fact that the boss had multiple sounds, it really helped make it more engaging and helped notify me of what to expect next(good game design). I like the idea of the boss fight being broken up into stages and each stage being randomly selected by the die, this is a good implementation of the theme and some rng and it worked great. My only feedback is that I wish there was a sound for when the player hits the boss, it would help make the shooting feel more impactful. Another possible sound could be a shooting sound for the player, however given how much the player shoots that might not be a good idea.
Overall, I really like what you did here and I have not played anything else like it during the jam so great work.
Oh, Construct 3, respect!!)) Complexity of the game is great too) Reminds me of bosfights in 16-bit era. The only thing I would reduce - delay after the restart. Anyway, good work!
Awesome music and concept, and the difficulty was fine except for the '5' face which gives nearly zero warning before you get insta-shot. My fave boss battle I've played so far though!
I liked your implementation of the concept and it was really cool. The sound effects cut off or don’t even play sometimes, it’s not a cool bug.
I also did a boss fight! This game is pretty fun and difficult, we had similar ideas for randomization in boss attacks with a die :)
Lovely little boss battle. Fun mechanic with the boss phase changing based on the die roll. Solid controls and shooting mechanics. My only complaint would be that the eye is a bit of a bullet sponge. It'd be nice if each mode had some kind of weakness that forced you to switch up your shooting strategy just like your dodging strategy.
Oh my god, this is awesome. It's like Gunstar Heroes. Love it. Good job.
This game is challenging, but it's not an issue considering how short it is. The goal and game are straight forward. However, it's just a tiny arcade game - as far as I can tell, the only thing the dice has to do with the game is making it visible which pattern the boss is going to do next. If it were invisible, I can't imagine I would relate this game to the theme.
This one is tough for me to critique- for what it is and the time it was made in, this is pretty good! There are certainly some issues with it, but as you were working solo it's hard for me to really fault you. I don't know if you plan on updating the game, but below I'll mention some suggestions if you were to do so:
As it stands, there is very little telegraphing. Eventually I realized the main premise- that the dice affects the attack pattern being used- but this makes me wonder why the boss isn't itself the dice. I think this would help make it much more obvious that the two are related, and as an added bonus, you wouldn't need the dice UI taking up the corner of the screen.
The general difficulty of the different attacks seems quite unbalanced. Several of them seem to be very unpredictable, while others have very obvious telegraphing that makes them easier to play around (such as the meteors). I suspect that you planned on doing more stuff to help with this but simply ran out of time though- I know all to well what that is like, including in the game I worked on this jam 😂
The graphics are simple but serviceable and feel intentionally minimalistic, which I think works well for what this is. Anyhow, nice entry!
Fun game! The boss was incredibly challenging but the art, sfx, and juice made up for it!
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