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A jam submission

Just One FightView game page

A Brackey Game Jam Submission about fighting a single boss
Submitted by SimplyCuriosity, Steve Chan (@stevechan811) — 1 hour, 41 minutes before the deadline
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Just One Fight's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#1143.7933.793
Visuals#8463.3103.310
Gameplay#9112.8622.862
Overall#9332.9662.966
Innovation#9922.6902.690
Enjoyment#11152.7932.793
Theme#14552.3452.345

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
To Win you must risk losing, do not flee when outnumbered by the enemy, the sooner you kill the boss, the less chance it has to overwhelm you.

What code and assets did you not make from scratch during the jam (if any)?
The 2D Assets & font as we a team of only programmer & a composer, tried and failed to gain an 2D artist as a team member.

https://darkpixel-kronovi.itch.io/mecha-golem-free
https://jumpbutton.itch.io/girlknightasset
https://pimen.itch.io/magical-animation-effect
https://www.dafont.com/enchantedsword.font
https://brullov.itch.io/oak-woods

How many people worked on the game?
2

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Comments

Viewing comments 21 to 2 of 21 · Next page · Last page
Submitted (1 edit) (+1)

Pretty cool! I like it quite a bit, and it's very impressive for a game jam. If you are looking for opinions here are my 2 cents:
I think the gravity for the player should be a tad bit stronger, it feels a bit floaty at the moment.
I don't love that I can only attack once midair before landing. Paired with the floatiness can make it feel a bit unresponsive at times.
I don't know if there are i-frames when the player gets hit, I didn't notice any. If they are there, I think it should be a bit more clear. If not, they really should be there :D

Keep in mind I've been playing silksong nonstop for the past week, so some of these might have been influenced by that. If you are going for that kind of feel, I think you should take these into consideration.

These are just nitpicks though, great game for a jam. Congrats!!

Developer(+1)

Hey thanks for trying it out! Ooh you are playing silksong so I would like to hear your opinion even more if you decided to play this again after the post rating period as I have an update ready to go. The gravity is definitely greater than hollow knight for sure, I haven't change that yet(will play around with it but not in the next update). But I-frames are now visible and a tad bit longer, multiple jump attacks are now possible & also added the knockback when player got hit so hopefully its closer to that kind of feel. Thanks for the feedback! :D 

Submitted(+1)

I'd love to play again and give more feedback once the update is live! Great to hear you are working on it

Submitted(+1)

I DID IT! I enjoyed a lot more than I thought I would for being a single boss fight!

Developer(+1)

Congrats on winning! Glad you enjoy it! If you wanna try again after post rating period update the boss will have an extra move added, All projectiles are parryable, & a leaderboard to record time if you are interested XD

Submitted(+1)

really enjoyed the fight ! 

Submitted(+1)

Art and music is really cool. It was a little odd though to have the character a different resolution than the boss. I'm guessing that was just how things turned out since you didn't have a 2d artist. I did find the character a little difficult to control. Sometimes I feel like my inputs were just eaten up or that it wouldn't do 2 at the same time. Maybe it's an equipment malfunction on my end, but the character just didn't feel smooth thus making the game harder than it already is.

Developer

Thx for playing! Yeah till the end the mentality is that these are placeholder arts so I focused more on the gameplay instead whilst hoping to find a 2d artist. Hmm so far as I can tell the inputs shouldn't be eaten up except for perhaps coyote time being broken, so no grace period of jumping being allowed a short period of time after falling of a platform. Working on an update tho so hope you try again post jam, perhaps even on mobile(itch still but on mobile) and see if the control is taken up there too XD.

Submitted(+1)

Super cool idea, we did a boss rush as well, so really cool to see a submission with something similar! Main point of feedback I'd give is that the game feels a bit too difficult right now, I feel like a parry or something to allow you to avoid damage like a dash or something would've helped a lot with that, as it feels a bit impossible to beat right now in my opinion. Other than that, I really like the moveset for the boss, the art is great, the soundtrack was a banger, great stuff!

Developer(+1)

Thanks for trying it out! Yeah, planning to implement a parry for a post rating update but dash sounds fun too, perhaps the dash is actually a dash attack. So I've found that I made an oopsie on the incorporation of delta time to the minions in a ridiculous way, that may have made it seem even more impossible as their speed is determined by speed times delta time on instantiation. Everyone who played the game have different minion speed as a result and you might've gotten a minion thats way quicker than intended XD

Submitted(+1)

very cool, i liked arts and music, it just was difficult for me

Submitted(+1)

I like the music, a good banger.  Attacking without getting hit yourself seemed to be very hard, to the point I gave up attempting to kill the boss. I suppose you could kill it with accurate enough positioning and timing. I liked deflecting the blast back.

I think you could have some heals or power ups be dropped by the mob to keep things going bit longer.

Good job.

Submitted(+1)

Polished soundtrack and smooth character animations! A great game overall. It would look even more cohesive if the boss sprites were proportionate to the player's pixel size. Great work!

Submitted(+1)

The soundtrack is incredible!

The combat also seems pretty good, but it's a bit held back by the difficulty. It looked like I had a parry connected to RMB, but it didn't seem to do anything.

Submitted(+1)

Fun combat! The camera feels a little rigid and the inconsistency in pixel size can be improved, besides that, great work!

Submitted(+1)

Love the boss fight, but I have some problem 

First boss fight only should start when reach at the top, multiple times I got hit by small golem when trying to go up before I can see with camera losing one health already most of the time.

Second have some invisibility frame when get hit, sometimes multiple small golems come together and remove all my health in one second not to mention they have no knock back effect when we attack, so if they are together, it cannot sperate them easily

Third this To Win you must risk losing, do not flee when outnumbered by the enemy, the sooner you kill the boss, the less chance it has to overwhelm you. I did the opposite I tried bringing small golem down the platform and they get stuck there mostly and I go back up to fight the main boss (this was my strategy). Doing this fight fast is consistent enough, I think.

That said the fight itself is great, I just hate the small golems mostly.

Good work :)

Developer(+1)

Thanks for playing! Did you managed to win with the strategy then? I hadn't seen anyone brought it up yet so I'm wondering if someone else beat it yet lol. Aye valid points/suggestion you brought up, there is already a 1 second invisibility frame but it has no visual indicator yet, will add and  tweak the time too if its too short. Gotcha with knockback, & you are spot on with it still being possible to win easily by going down. I have a more accurate "risk it for the biscuit" & the boss starting once you reach the top idea for after the rating period :D (Something to do with giving the player a choice on whether to be a glass canon).

Submitted(+1)

I was able to beat it with that strategy, is not consistent I will say, but easier to deal with than the beat the boss fast method 

Took me 2 hours though 😅

Developer(+1)

2 hours? Woah that's dedication! Congrats on beating it! I feel a bit trolly now naming it Just one fight XD

Submitted(+1)

Cool boss fight. I like how the boss can still beat the crap out me when i'm dead.

Submitted(+2)

The art assets look pretty good and the movement feels decent. I like the music too. It does seem really difficult to damage enemies without getting hurt myself. It might be helpful to increase the range of the sword and shrink the hurtbox of the enemies. But overall still a cool game.

Submitted(+1)

I spent like three tries in the starting area before I realised that wasn't that actual boss. Really fun though.

Submitted(+1)

Love the game’s energy. Throwing the player straight into the action.

Submitted (2 edits) (+2)

I like the added effects y'all added to the buttons, the hack-and-slash-esque gameplay, and the boss attack patterns being unique (Specifically, the one where the boss shoots down bullets that when hit on impact, they shoot out fire that go in opposite directions that the player must avoid.), and I REALLY love the music, which is an absolute banger, and I could just listen to it all day. The only complaint I have with the game is the control scheme. I really don't like on how you have to move with the A and D keys, then have to jump with the spacebar, and attack with the mouse, and that alone just ruins the game for me. If y'all could change the controls a little bit (Like say, Arrow Keys/A & D to move, Spacebar/Z key to Jump, and X key to attack), I would be gladly appreciated, because this is a great game that I really want to play. It's just that the control scheme is what ruins the game for me. 4/5 stars. Great game! 😁👌

Developer

I'm glad you enjoyed the game and the music!

Submitted(+2)

Enjoyed what I've seen here, the boss was quite tough for me though, didn't manage to beat it. Otherwise, it's a nice boss fight with great music!

Submitted(+2)

This is a pretty good fight. The shooter attack is very fun to dodge. Really good job on the music here!

Submitted(+2)

I had a different thought from the other person. Movement felt pretty smooth to me honestly. Jump input time smoothly adjusted how airborne you got. It did feel a bit strange that you could only attack once per jump. My two critics are, first, I don't know if right click actually does anything, it shows a parry animation but your controls list didn't mention it. Second, it seemed like the smaller enemies had a bit of a wander anywhere sort of AI instead of perhaps using a state machine to go between targeting the player and wandering. Overall felt good for how small it is, music is great!

Developer(+1)

Ah, That was intentional but a mistake on my part now that I've checked with the one attack per jump. I was inspired to do something similar to hollow knight but as I just played it for the first time and still around the beginning I missed the fact that multiple attack while airborne was possible. Yep right now right click didn't do anything yet, was running out of time so I didn't get to implementing parry yet. Yep, there is this weakest first smallest flying enemy in hollow knight that does that goes on a straight path and only changes direction when colliding & I wanted to see if I can code that. That's a good idea to do a state machine! I'll try to add other type of enemies/behaviour that are more detailed complicated like that. Thanks for playing & the input!

Viewing comments 21 to 2 of 21 · Next page · Last page