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A jam submission

The Ultimate ConfrontationView game page

Just a simple boss battle
Submitted by Yashajin (@YashajinP) — 58 minutes, 12 seconds before the deadline
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The Ultimate Confrontation's itch.io page

Results

CriteriaRankScore*Raw Score
Feel#143.2003.200
Use of Theme#163.9003.900
Overall#253.1503.150
Innovation#322.6002.600
Aesthetics#362.9002.900

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit) (+1)

I like that it's just a boss fight, unfortunately with a qwerty keyboard the Q and D movement is very awkward, making the fight take more tries. I pulled through eventually though, and the artstyle is pretty nice. The final phase has a weird quirk where the it seems like I'm running up the bullets like they are a staircase or something, I still was able to avoid damage but it just felt a little confusing, but during a jam you don't always have time to polish. Great job overall, I liked it quite a bit!

Developer(+1)

Thanks you for your comment,

like i explained below i did not have time to implement azerty/qwerty differency, i could have done both since there is not much button, but did not think about that. And the final phase, weeeeell, yeah, the collision box is strangely bugged, you get pushed away without touching them etc, i did not know why, but because there was no more time left before submitting the game, i was not able to do research on how to fix that, sorry about that.

Submitted(+1)

It is weird that walls don't block the bullets, it makes it really hard to avoid them.

Still a nice game for a first time.

Developer(+2)

Well, they are platform, not wall, that's why the bullets does not get affected by them. Also I prefer that it work like that, making them block bullet is kinda annoying honestly, cause you could just always go behind them and then easy, like the second phase would be hella easy if that was the case, that when they don't, the second phase is really hard.

Also the difficulty is what i'm mostly going for, I like game when you need to react fast and need to constently move.

And thanks you !

Submitted

Control scheme feels awkward.
Unintuitive Q for left and also the need to hold Shift to run while you probably nearly always want to run. My hands don't appreciate the stretch.

P.S. Godot (now) has a quite nicely working web export if set to GLES2. My submission uses it though probably trying to go fullscreen is a bit more complex (though maybe not).

Developer(+1)

Hi, thanks for taking time to write a comment.


The Reason why you feel "Q" Unintuitive is because my keyboard is an azerty, and make it work better for it, I would have wanted to make it also work for qwerty, but i've finished the important part like 1h before the jam end, so i did not have the time to polish it more, sorry for that inconvenience. And for the Shift, well, it's personnal, i like it, and to be honest, you don't need to run all the time, first phase speed is just needed to dodge, second is the one were you use it permanently, third should not, and last you altern with normal and run because of the speed of the attack.

I used the GLES3, honestly i did not know if that matter, but Godot said it's better for .exe game etc, and that GLES2 is better for web game, so i used GLES3.

Submitted(+2)

Axe-crude 2-minute solution:

In project settings in input mapping tab (tabs are on the top and greyed out for some reason) one can just make "Q" and "A" correspond to the same action "ui_left".
If controls are made using Input class and its action-related functions it will be effective.
That would result in one additional redundant key for "ui_left" but since the keyboard is underused anyway it's no biggie.

Less crude solution is to use OS.get_latin_keyboard_variant()  which returns "QWERTY",  "AZERTY" or whatever else.