I personally found the movement to be great, but the attacks are not telegraphed, and you got to pray you hit the boss. Really, it has potential, but this was a very basic build. Also, thank you for not using AI for the music and or sprites.
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Having something that shows where your attack is gonna be is a good idea, the boss should in theory just take damage every 0.2 seconds but somehow it's messed up and I couldn't even find where it had gone wrong sadly. About AI: I personally think that using AI just simply ruins the fun of making basically anything, I mean simple pixel graphics are possible even if you've never touched a pen in your life, and AI music is just dumb. And the good thing about solo developing is exactly the need for you to go out of your comfort zone and having to do everything yourself. It's challenging and engaging.
Yes, this is mostly true for me. I believe AI is a tool to make projects quicker and to handle tedious coding, but all assets, music, and levels should be made by the developer. I try to make my games feel like me, and I do respect the honest work, even if it does feel less polished. Thank you for giving the time to make such a long response, I really appreciate that, and thank you for making a quality game. =D
I completely agree. No need to thank me, as I do enjoy a good conversation as well. Btw, I have a game I'm currently working on (but now I maybe wanna patch a few things in this game and maybe expand it, (as the original idea was that you could choose what to upgrade like in a rougelike, i. e. speed or number of jumps, not just damage)) that I think could be turned into something interesting, if you wanna check it out: https://ffredigames.itch.io/a-brief-case-of-belts (it's a very early tech demo, so don't expect much). And please excuse me for my shameless self promotion.