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Me when I fight the primordial hypergod of chaos:'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Polish | #1 | 4.438 | 4.438 |
| Overall | #3 | 4.000 | 4.000 |
| Theme | #3 | 4.188 | 4.188 |
| Gameplay | #3 | 4.000 | 4.000 |
| Creativity | #31 | 3.375 | 3.375 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like how it isn't always the same cycle off the bat, so someone who dies a lot (me, and maybe everyone else) doesn't feel like it's too repetitive starting over again. Overall, great game and interpretation of the theme!
Glad u liked the attack cycle! Thanks for playing! <3
It looks really cool, definitly brings the chaos. I will never beat it. It's like the boss, that you sometimes fight the first time and are supposed to loose. But it still is fun and cool.
Thanks for playing! Glad you thought it was fun! <3
this is grate
Thanks for playing! <3
The changes before release definitely made this really fun. Great job dude! :)
Glad u liked it! <3
Good idea. Good gameplay. However, a good game design I feel is incremental difficulty scaling. Like dark souls is difficult but it atleast scales in difficulty. :D. This game is one of the hardest games I have played mechanically lol. but very challenging is also good in some ways. fun game, good job.
Yeah one of my testers recommended easing people into the gameplay by splitting all of the attacks between different bosses, but i felt i didn't have enough time to design multiple bosses and allow transitions between them and such. Technically the one singular boss scales in difficulty over time by getting faster with their attacks, but past that the game kinda just throws you into the arena lol. Thanks for playing! <3
Its terrible. It feels like i play in random simulator attack, not like boss fight. Boss may have special behaver for playable experience.
Boss have attack when u 100% die on a long distance and at the same time have attack when u die on short distance 100%. And the most terrible, that this attacks can be cost at the same time.
Big problem with camera zoom and disabled VFX don't save.
honestly completely fair. I didnt really try to make this a *boss fight* as much as just an insane bullet hell, and the attacks being random with a lot of variation is intendes to simply add to the chaos. With a different theme, I probably would've made this game, but if i did it would probably function more like a traditional boss fight. The camera seems to have been an issue for a lot of other people, so i probably could've sped up the dampening to make it lock faster. On the vfx not saving, that was mostly just a time limitation, and it didnt come up during testing since the testers mostly didnt use the feature. thanks for the feedback! <3
u calmly react on my comment. U r stress-resistant. Its good
This is very impressive given the time constraint. There's a lot of attack variety, so it doesn't just feel like the same thing every time. My main feedback would be to give some sort of auto-aim option (for people like me who are too lazy to dodge at shoot at the same time), and to make sure that the camera always has a decent coverage around the player. There were a couple times where I died because I was almost going off the screen to get away, so I couldn't see the bullets or whatnot above my head. Great entry though, I expected nothing less from your music and VFX lol.
The main point of the shooting mechanic is just to distract you from dodging lol. I could've 100% made it timer based and synced it with the music but the shooting is really annoying and i think it adds to it. The camera thing isnt too fixable unless i completely remove the dampening, but i personally think that the dampening looked nice (but that's just my opinion). Thanks for playing! <3