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A jam submission

DERELICTView game page

You are a very old and very tired magical girl
Submitted by winterbraid — 2 hours, 33 minutes before the deadline
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DERELICT's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the chosen theme(s)#113.9723.972
Creativity#113.7503.750
Gameplay Polish#113.3893.389
Overall#123.5603.560
Sensory#153.4723.472
Enjoyment#183.3893.389
Genre Interpretation#273.3893.389

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
A Metroidvania where you play as a magical girl(?)

Chosen theme(s) and relevant explanations
The game features 6 bosses, each of them based on one of the themes. However, only 3 bosses must be encountered to reach the ending. Can you beat them all? (Note: There's no special reward or cutscene for beating all the bosses. It is purely for the sake of challenge.)

Team/Developer
winterbraid

Premade content
Sound effects reused from my past games, made by me. Some old graphics (also made by me) were used throughout development. I think they've all been removed, but notifying just in case. Development of basic controls (movement and weapon) started a week before the gamejam, everything else was made during the gamejam.

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Comments

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

I was trying to beat the final boss before commenting, but life got in the way/ I suck at video games :P. I wanted to give feedback before the rating period ends though, so here goes:

I really like this game a lot! I really like how well thought out all of the bosses were, and how many phases each one has. I found myself thinking about some of the rust attack patterns when I was bored at work, which is really a testament to how well designed the fights are. I also like how the gun feels - it being slower to aim and slowing down your fall both add a lot of nuance to the controls. Learning to use both of those features to the fullest make it feel like you're gaining system mastery, and not just optimal tactics for beating bosses. The graphics are really pretty too, the game has a strong visual language.

I know some others have had issues with the speed - I got used to it fairly quickly, but I would have appreciated the walking speed being just a smidge slower. I kept finding myself wishing that the slow walk button was mapped to S, too, since I don't think it did anything else was mapped there. If I'm really nitpicking I could say that the progression didn't feel very "Metroidvania-y" or that I wished there was music, but I would be lying if I said any of that really impacted my enjoyment.

Overall this is probably my favorite game I played this jam.

Developer

Aww, thank you a lot for your generous review! It really means a lot coming from you, since your game is also a strong contender for the top spot from me!

Rust is probably also my favorite boss purely in terms of how the entire boss fight plays out, along with Pearl. The "Metroidvania" is optional and missable, but you can use the secondary weapon to backtrack and challenge another boss if you choose so (I guess it's subjective whether that counts or not). Music and the ability to change keybinds is something I would definitely like to add in a future update!

Submitted(+1)

I’m going to have a bit less to say about this one than some of the other games I’ve rated in part because I mean… what am I even supposed to say? This one’s pretty cool! The bosses are quite fun with lots of good touches and often being a case of simple concepts executed really really well (details like the warning on where the boss is when it’s off screen are appreciated), the play control is very smooth, the aesthetics are on point, only real gripe is that it’s… not really much of a Metroidvania? Ah well, great game here honestly.

I only saw three bosses out of 6 on my playthrough and I have a funny feeling this game has multiple endings. Really going to have to come back to this one after the jam.

Submitted (1 edit) (+1)

As someone who fully beat the game and players not having played it yet... A little question for you:

Have you ever played a Fromsoftware game like Sekiro or Dark Souls or any other game, spending some time and learning patterns of bosses until finally beating them and feeling the dopamine rush of accomplishing something.. Outstanding?

This is exactly the definition and how I felt after defeating ANY boss in this game.. Here are my thoughts about the game "Derelict":

Positives:

- Every boss in unique in their own way!

It is really crazy that every boss has their own way of defeating it, unique traits, unique patterns and also surpriseful elements.. The boss "Unity" actually being 3 bosses is crazy and not only that.. A boss literally being a "fake" Checkpoint is truely a masterpiece of an idea! It really caught me off guard and I loved it! xD

- The guns and progression in Derelict

To be honest.. I didnt like the second gun at first, because of the knockback and charge up time even though it brought progression and variety in the game... But that thought of mine was way too fast and wrong, because actively switiching between both weapons is what brought the win home to me.. So it was a huge skill issue! Besides all that, the primary gun instantly reminded me of a better "Negev" in CS:GO which I like a looooot!  Also.. Using the secondary gun as a way of parcour to reach the "Unity" boss was just absolute cinema.. Literally peak level designing and amazing way of the Metroidvania concept!

- It feels satisfying to play and is peak enjoyment

The gunplay, combat and movement (5 jumps if i recall correctly) is just smooth and allows to dodge a lot of attacks and seeking for open windows while still shooting and repositioning! Also.. The player character falling slowly while shooting is also a very good decission not only for combat but also for the platforming elements of the game.. I give it a huuuuge plus! Also... like stated above: killing a boss in this game is really satisfying.. I could instantly feel the dopamine rush after finally killing "????" after the dodge-challenge was done! Even though... The first time I thought it was over it caught me heavily off guard and I died XD

Critique:

Even though I have a little bit of critique.. its just nitpicking on a very high level so... here we go:

- THIS GAME NEEDS MUSIC

I can imagine every boss having a soundtrack would reaaaaally push this game beyond its limits! Having soundtracks that push you or hyping you up could really be a huuuge improvement to the game overall!

- Minor bugs:

There are some minor bugs in this game e.g. the door not opening after beating the "Unity" boss, clipping through the elevator before the "????" boss or the other ending not working properly due to an unfortunate bug.. After a bit of polishing and removing those bugs it will be even better than it already is! The developer already knows those bugs/issues and is working on a fix soooo, everything should be alright! <3

- The player character is too fast.. (atleast.. sometimes?)

Especially in some sections where you need precise movement (e.g in the rust fight, with the "x-cross" lasers and fireball rain or the "left-right-left-right" arrow rain section in the "????" fight) to not get hit.. It feels really "unrewarding" or "not fair" to the player especially after dying.. My recommendation is maybe adding a new button like "Shift" to walk slowly? That would really help in precise movement scenarios <3

EDIT: I've just noticed there is already a mechanic like this... Soooo... Me dum dum... I just noticed xD

In summary:

I loved this game. From start to finish! I loved that all bosses basically fulfilled every critera in the jam, while also meeting up to the magical girl and metroidvania genre! Very creative level and game design, charming artstyle and lovingly crafted! Even though some bosses like the "Rust" and "?????" fight really took some time to finish... I dont regret fighting them until beating them though!

5/5  ☆

I am looking forward to play the game again once its patched and I really hope for some bigger updates in the future as well! (for example some soundtracks maybe? Or even more bosses? ;3) Other than that.. I am also looking forward to play more games by winterbraid because damn.. creating this masterpiece of a game in ONE MONTH as a ONE MAN AMRY? Imagine what this developer can create, design and develop in a bigger team with as skilled as members?! 

(Note to the developer:)

To finally get done.. Thank you for reading my wall of text and please never lose the spark of passion, developing games and keep game designing.. Also.. If you read this winterbraid.. The way you are writing, talking and taking the time to rate and comment on other games... you seem like a very polite and thoughtful person.. I like that <3

(Sorry for any major grammer and writing mistake.. I am from Germany xD)

Much love ~ Alucifex!

Developer(+1)

Ahhhh, thank you so much for your kind review, it really made my day/night! And once again, huge congrats for being the first person (at least among people who contacted me) to beat all 6 bosses! (I was seriously giving up hope that anyone would do it before the vote is over!)

Fixing the softlocks will definitely be my highest priority after the vote, and I would also like to add some more background decorations and visual storytelling that just barely didn't make it into the gamejam version. It might all take some time because I've also set out to play and review every game in the gamejam, so I haven't managed to get any work done aside from that... I'm down to only 2 games left, though!

Music is something that I'd definitely love to add to my game, but it's also something that will probably happen some time further down the line. In all honesty, music is probably my weakest suit, and at this point I'm considering commissioning an actual musician to take care of it. I think the game deserves something better than what I could make myself!

As for new content... I don't think I will be adding any more bosses, because I need to save some ideas for my future projects!😉

However, I've been meaning to tweak the Python arena and fight a bit, since the crates in the room were a last moment addition that really messed with the flow of the fight. And being a boss that spends some time off-screen towards the end of the fight, he feels a bit tankier than intended.

I would also like to increase the variety of ??????'s attacks a bit, to reduce some of the repetition in the fight. Unity might learn a new trick or two as well.😉 I'd like the alternative ending to be a bit more unique compared to the normal one, too.

The secret primary/secondary combo attack will definitely be getting an improvement, too!

Submitted(+1)

WHAT, WHAAAAT, I WANTED TO KICK THE MYSTERY SHADOWS BUTT

This was really well made, it left me wanting more dudeee, and the title popping up in the end, this would be a heck of a intro!

I will say the first boss was a little a bit overwhelming, i was thinking "dang this boss just kinda harsh...", but then once i totally understood how the boss worked and what i was doing wrong, it made go "AH HA!"

The other bosses were also bery nice as well, the challenge of the trap save point was very well implemented, got me off guard, i liked the idea of the masked one, tho i think it was the most meh of the bunch, and the rust cloud one look gooood

I really have few things i can point, i think the only things that cross my mind was the second weapon being a bit meh to use, and the fact that there is no music(tho i doubt that was by your choice).

Overall, i though this was a blast, awesome work! :D

Submitted(+2)

I really like the concept for the game, but I think it missed the mark in a couple key areas. I really like the way the game looks, the spritework is really nice, and the dark palette fits very well with the overall dark tone of the game, and I enjoyed how simple the intro is. The biggest problem with the game is definitely its movement, you’re just… you’re too fast in all directions, you move extremely fast on the ground (even slowwalk is still fairly fast), your jump has an incredibly fast upward and downward speed unless you’re firing, it really feels like any movement action at all is some kind of emergency get out of an area button. But then the first boss requires a lot of precise movement to dodge effectively, and you don’t have a good capacity for precise movement, so it’s easy to get yourself in a situation to be forced to take damage (honestly, I’d say it’s hard not to), and that only worsens as the boss shrinks and becomes more nimble and necessitates even more precision in dodging. Ultimately, despite my best efforts, I wasn’t able to beat the first boss. I initially didn’t like how the first weapon at max fire rate aimed extremely slowly, but once I learned I can just release fire to aim quickly again and then press fire again, it created a fun stop start rhythm to the firing.

As a minor aside, the first boss’ sections could have used some tell for when they were going to attack, it was easy to dodge too early or too late since you just have to get a feel for the timing of their lunges. Also, while I don’t think it’s the game’s fault, I did notice the game randomly was locked to a lower frame rate and I did have occasional frame drops, but I played the web build on Firefox, and I have had issues with that happening on some web builds in the past, so I won’t fault the game for that.

Developer(+2)

Thank you for giving it a shot, and for your kind words!

The movement is definitely very subjective, in the sense that I tried to make something that would appeal to me personally. I wanted to embody the "magical girl" side of the gamejam by making the gameplay cartoonishly fast and exaggerated, and I 100% agree there isn't much room for precision as a result. As such, I tried to design boss encounters around the principle of "whatever you do, just don't stay still" (with the exception of Rust and the final boss, which were the reason why I added the slow walk option).

However, with Python, it's definitely easy to put yourself in an undodgeable situation! The best way I found to beat him was to avoid jumping at all unless needed, and slowly inch away to keep him as vertical as possible, while preventing him from spreading too much across the arena. That said, the crates around the room were a last moment addition that definitely messes with that strategy a lot, and definitely a poor decision on my end. The goal was to make the boss destroy the crates as he passes through them, but sadly I ran out of time to do that!

I know most folks probably won't ever come back to check out the game again after the gamejam, but I am planning to release an update as soon as voting is over, and hopefully work on making the game flow better without sacrificing the difficulty. Some improvements I've had in mind for Python were to lower the HP of crates and make them disappear instantly rather than having a "ghost" period where they still block you despite already being destroyed, giving the detached sections a "laser sight" indicator to show where they're about to launch, and potentially lowering the boss's HP a lot while giving him an additional attack phase to compensate.

I'm also planning to post a video of clearing the whole game some time around the voting end, so people who are curious about the rest of the bosses can get to see them too. Regardless, thanks again for checking it out in its unpolished state!

Submitted(+1)

The game looks pretty cool! I am still stuck on trying to beat the first Python boss, so it's hard to give a full review. 

But I like the retro aesthetic of the game, and making a boss resembling each of the themes is very clever.

I also think it's an interesting touch that the first weapon increases in accuracy the longer you hold down the left mouse button.

Submitted(+1)

Dang, this was intense! I feel a kinship with having a small character, I love having a lot of the world on screen. I think this was 3% too hard for me, as in lots of death but I kept getting a smidge better and with a little luck was able to make it to the end. I think my only real complaint was that I wanted to respawn faster since I died a loooot. I am so thankful for controller support, I can’t platform at all with a keyboard. Great work!

Jam Judge (1 edit) (+1)

OH. MAI. GODDO.

Is this a bullet hell platformer boss rush for the deranged of mind?? I'm on the mazochist's heaven!!

I Love this, the boss designs are super creative and incorporate the themes fantastically! Not only aesthetically, but also on their gameplay! This is really super well done!

And speaking of their gameplay, oh my GOD, I wanna MARRY those bosses! they are soooooo fun and impeccably designed! And most of them are multiphased?????? Do you wanna make me lose my freaking mind???????

Like for real, as self-proclaimed bossfight connoisseur myself, you scratched every single bossfight itch I crave to see!

And the final boss is BRUTAL!!!

Not only brutally challenging, but brutally stealing my heart!!! I still didn't beat it yet, but I MUST do so later on sometime. Every single new pattern phase I think it cannot get possibly better and then I am fwoggin MELTING for the next surprise!! I managed to get to the desperation move before having to put the game down to take a break. A DESPERATION MOVE. You have NO idea the giant smile I had on my face when I saw that arena fading out <3

And then there is Unity, hidden all the way on the end of earth, and boy, is it worth finding it. I ADORE how you designed that boss in a way that the player can basically choose their own difficulty, that is such peak game design.
I also didn't beat them yet either, actually. Why? Because c'mon, they're "Unity", I gotta fight all three at the same time ;)
That is definitelly also a little harder than the alternative, but I don't care, I ball! It seens super doable, I will also come back to it at some point, I hope.

Now, not everything are flowers, sadly.... The player hitbox is like, really big? It was not much of an issue for the big majority of the game, but on the final boss it became very apparent when I would try to squeeze between bullets and would get hit by like, 1 pixel of my head's outline touching the bullet, or 1 pixel of my arms outline touching the vertical beams, and that never feels good.
I also actually really struggle with the control scheme... This is way more of a personal nitpick, but the spacebar is a horrible button for 2D platformers honestly.... Specially since W was completely free of input to rub salt on the wound. It's the recipe for disaster, spacebar is the most sensible button and the thumb is the brutest of fingers, they were never meant to be a power couple. Due to that I am still having a really hard time measuring precise jump heights, I can only ever either jump too high or too low I'm afraid.
I also really hate using my pinky.... It is the thumb's evil brother, it's the frailest of fingers, so it was really not made to keep a button pressed for long periods of time... I just wish slowdown was a toggle instead, like, pressing shift once makes me slow until I press it again, that would have felt wayt better imo. Due to that I actually never used slowing down at all during the fights, and honestly they're completely fine without it, I just think it would be more cool if I did use all of the mechanics, you know? 
But again, control schemes are subjective, these are very personal details lol

The art is actually very simple, I don't have much to comment on that, althought I do really like the lore you added, and I love that dying to the final boss is actually an ending too, and a very sweet one at that!
I did REALLY miss music tho! I'm am a very music powered person, and even thought I usually don't mind lack of music that much on most entries, on a game as epic to play as THIS? I MUST have music playing for these fights, so after a few attempts I could not resist, I had to open youtube and leave some bossfighty music on the background x)

I actually also think a lot of  the bosses attacks really missed sound effects too, actually.... Everything feels very oddly silent, specially since some attacks felt like they would be a lot heavier (Like all of the spear moves from the final boss, or everything the Construct's mecha does, or Rust's box throws, etc.)

Anyway, I think that's kinda it?
lovely game, might probably play again

Developer(+1)

Ok, first of all, huge congrats on getting to the final attack, you're definitely officially the closest person to beating the whole game (that I'm aware of)! Just to possibly save you some frustration/confusion, there's sadly a lingering hitbox issue with the final attack that might prevent you from finishing the game properly (you might be able to squeeze through as long as you have more than 1 HP at the end), and Unity also will not end properly after beating all 3 sub-bosses (forcing you to load a checkpoint). Huge apologies for these and other issues, which I will definitely be uploading a fix for as soon as the voting is over!

Second of all, you've no idea how happy your kind words made me! I really tried to give each boss my all, especially ??????, while halfway expecting no one would even come close to seeing all the attacks. So, it makes me happier than I can even describe to know someone was willing to put so much time and effort into my very flawed and unfinished game.

Third of all... I agree 100% with pretty much all of your criticisms, especially regarding the (lack of) music and sound design. As soon as saw the 6 themes, and with what became Python, Rust and ?????? basically having already been planned before I even knew the themes, I was pretty much immediately locked into the idea of making 6 bosses for the 6 themes. But yeah... In retrospect, it absolutely wasn't a wise decision to try to make 6 in-depth bosses for a gamejam, and basically everything else took a back seat to trying to actually get those bosses to function at all.

On the bright side, I am planning to resubmit the game to Super MVM, and hoping to fix those issues as well as add some other things that just barely didn't make it into the gamejam version!

As for the controls... I guess they really are subjective, because I feel about W being the jump button exactly how you feel about spacebar, haha. I guess there really is no escaping the simple truth that this kind of game demands a control customization menu, which is another thing I will try my best to get into the final version! (along with the option to make slow walk a toggle)

As a fun fact, I wanted Unity to have a "desperation move" too, but being so short on time I decided to prioritize ??????'s. Definitely something I will try to get into the final game though. Also, if I ever got around to making achievements, having all 3 Unity members active at the same time (and at high health) and winning will definitely be one of them! ;)

Submitted(+1)

I really like how you included the 6 themes with the bosses, really creative. Also really liked the artstyle. The game is fun, but it was far too difficult for me XD After defeating Python the sound of the gun suddenly disappeared.

Submitted(+1)

IM FAST AS FUCK BOIIIIII

Real talk thought, although it is very funny to be this fast, it makes basically impossible to properly dodge anything at all, and considering this game is a boss rush game where you have to do precision dodges, i think it was a really bad decision to make the character this fast, it went from “haha it’s fun im this fast” to “Oh man i really wish i had any control over this”

It rapidly devolved into me on the rust boss fight constantly dying when the enemy has half it’s HP because the barrage of fireballs were literally impossible to dodge, even the smallest movement i could do sent me towards being damaged, it was physically impossible.

Fought the construct once, felt doable, but since i tried to go through the hole and got into the Rust fight, i was unable to leave that fight, and since i felt like i was just hitting myself against a wall after dying 10 times on the same exact moment of the fight, against the same attack, with no discernable way to actually beat that fight, i decided to drop the game.

And since the description of the game mentions nothing besides the existence of a second weapon, which does not seem like it would be some extremely gameplay changing feature that will let me move through the map, it does not really seem to be really a Metroidvania.

Graphics looked good, but the game was too difficult for me to finish.

Developer (3 edits)

Thank you for giving it a shot and sorry you didn't have a great time! The description does mention being able to slow walk with Shift, which as a matter of fact is something I added because of Rust, although sadly I didn't have time to explain it in game.

And the second weapon is, in fact, an extremely gameplay changing feature that lets you move through the map - albeit it is optional, much like the majority of the content in the game. So I guess it only counts as a Metroidvania if you go out of your way to look for the Metroidvania!

Part of my design philosophy was that an incomplete experience is still a valid playthrough (hence why "there's no shame in giving up"). I didn't want there to be any "fodder" bosses because in the end, the true final boss is the one that makes you give up. After all, statistically speaking, the majority of players don't finish their games, so you could say giving up is the most genuine experience!

Submitted(+1)

Definite Risk of Rain vibes. Love it.

I appreciate the game’s feel; the fast run and snappy jump are so good. That said, it’s certainly not easy – I bounced off after maybe ten attempts at Python. Still had fun, and I dig the concept of a giant boss for each game engine.

FYI, I encountered a bug where the game screen faded red when I died, and stayed that way even after I respawned (many times over).

Great work. Would love to see what you do without the constraints of a game jam.

(+1)

i like the artstyle and the bosses were cool!, a bit frustrating that my jumps couldnt be smalelr to fit thought tight gaps but other than that its pretty cool!, i like the idea of the shooting slowing down your aim as your firerate goes up, great game!

Developer

Thanks for the feedback! I was trying to implement the mechanic where you gain more jump height the longer you hold the button, but as it turned out, it didn't play along too well with the over-the-top player speed and steep jump arc that I was aiming for. So in the end you have very little actual control over the height of your jump, and I too had trouble jumping through some of the bullet patterns.

For the post-jam version I might try to experiment with making it so that your jump just stops immediately when you let go of the button, perhaps it might work better with the kind of twitchy action that I'm shooting for here. I've been also thinking of making it so the Shift-key also reduces your jump height in addition to slowing you down. Regardless, thanks again for checking out my game!

Submitted (3 edits) (+1)

The wand kinda looks like Saddam Hussein I think that is awesome

Developer(+1)

Post-gamejam update idea:

Submitted(+1)

Great work! I tried to get past Python, but I think I just suck at gaming in general haha. I love the feel of the gun spray It starts slow and then fires faster after a second or two. The element of surprise was definitely there when the boss appeared, but it felt well-balanced with the warning sign, giving me enough time to dodge and play effectively. Again, great stuff!

Submitted (1 edit) (+1)

The character controller in this game is amazing, I loved the feeling of movement and air control. The bosses are definitely brutally difficult but I did manage to beat 3 of them and get to the end. Really cool stuff!!

Developer(+1)

Thank you and congrats on getting to the end!

Submitted (1 edit) (+1)

Not a big fan of the focus on boss fights, but they are pretty cool. I like how all the bosses are distinct both in appearence and mechanics from each other. Their movement is also quite distinct; The "Pearl" boss specifically I quite liked, with how it moved its legs across the walls of the arena like a spider.

Some of them do feel like they have too much HP though; namely the "Python", which I feel like is a little too bulky for being the first boss, and "Rust", which I feel is a fight that just drags on a little too long.

I do like amount of air time you can get with the multiple jumps + floating. Like another comment said, it makes the boss fights feel similar to Terraria, and I'd say it works pretty well here. Although, I would've liked a variable jump height (holding down the key sends you higher than just pressing and releasing the key quickly), although for the most part the game didn't really need it.

Useful control information is not explained or taught at all. I was unaware you even had multiple jumps at first, which is a bit of a problem since this game seems designed around that. Also I do agree with one of the other comments here that using the shift key to walk slowly is pretty important for the "Rust" boss, mainly for the bullet-hell esque phases.

A small tutorial would've definitely been useful here. Also, just having some more exploration/platforming between bosses would provide a nice place to get accustomed to the controls, as opposed to trying to figure everything out in the middle of a boss fight. 

Aiming feels weird on controller. It's tolerable on mouse & keyboard, but it still feels a little awkward with how the gun rotates towards where your cursor is at.

The story was a little vague. The opening dialogue was a neat touch, however I found the (an?) ending after dying to some mysterious-looking humanoid boss. It felt kinda abrupt for the game to just end all of a sudden like that. The art of the two characters was cool though. I imagine something different happens when you beat the boss, but still, it does feel a little jarring.

Also, I feel like the game was lacking in terms of... metroidvania-ness? It didn't really have much ability gating. But I suppose I do see the magical girl aspect to it, so it doesn't matter that much for this jam.

All the being said, the game did have good boss fights, and that was clearly the focus, so I'd say the game is pretty good. Good job.

Edit: oh also, this is a bit of a me thing but I feel like having some cool music playing during the boss fights would've made it a little less frustrating to die them over and over again. Not a big deal though.

Developer (2 edits) (+1)

Thank you for the review and congrats on getting to the end despite the many shortcomings of the game! The final boss is not intended to be beaten, but is indeed beatable, with the only change being one small line of dialogue in the ending. It is there solely as an option for those who want a truly hellish challenge for whatever reason. :)

(I will be seriously impressed if someone manages to actually beat all 6 bosses within the voting period.)

The only real "Metroidvania" aspect is being able to backtrack with the pulse rifle to beat whichever "second" boss you might have skipped (either Rust or Construct), as well as climbing all the way back to the beginning and fighting one last (thoroughly unfair) secret boss.

I 100% agree on the stuff that should have been added, especially some music would definitely have made a huge difference for the game. Sadly it was not meant to be, as coding the boss behaviors took up basically the entire month. It was one of my goals to truly test the limit of what I could make in a month, as well as how far I could push the boss difficulty while still being able to barely beat them as the developer - and I guess I found out in both regards!

(For the record, I think both the final boss and the "secret" sixth boss took me upwards of 2 hours each to beat.)

With that said, I might try to finish this game after the gamejam, since I'm pretty happy with what I was able to make!

Submitted(+1)

Terraria is my most played game of all time and this game reminded me of the combat. I love it!!! And the colors are well done, and the story segments and characters are cute too. Very good job!

Developer

Thank you! Terraria was definitely one of my biggest inspirations, along with Starbound and Risk of Rain 1 (and Deltarune for the difficulty). In fact, my development of the enemy and bullet behaviors heavily draws on my past experience as a Terraria and Starbound modder. So, I'm really happy that you're the second person who recognized the Terraria influence.

I'm also glad that you like the characters! They are the same characters from my past two games, although I think of each game as being its own timeline. (Although, DERELICT and Temple of Endymion could possibly be part of the same timeline.)

I used a palette called Retrotonic DX by Doph for the colors, I would definitely agree that it pretty much carries the visual side of the game as I'm not that good of an artist myself!

Submitted(+1)

At first I thought the character was too small, but then it all made sense. It really sells the scale of the bosses.

Super tight controls, nice minimalistic presentation. Some attacks could really use a sound cue on their anticipation, to aid in reacting to all the chaos. And some music would be amazing.

Very solid entry, congrats!

Developer

Thank you! I would have loved to add more sound feedback in general, as well as music and more background graphics. Sadly, creating the behavior of the bosses themselves consumed pretty much 90% of the available time. That said, I'm interested in finishing up the game after the voting is done, since I'm pretty happy with what I was able to make!

Submitted(+1)

Out of Python, Construct and Rust, Rust is my favourite, as it is the only one that does not punish me for the way character controls ¦3

I guess, these controls are the hardest boss of this game, with nanosecond walk moves you half the map, and, at the same time, each jump keeps you in the air for hours. If that feeling of despair is what you wanted, you made it all well!

The art fits well with the game. All the bosses felt unique in many ways, from how they look to how they interact with the arena. Good job!

Developer

Thank you! Sadly the movement wasn't really super well explained in the game, but you can actually slow down with Shift on the keyboard. It is also possible to move the character more precisely with the analog stick on a controller. Although ironically, the only bosses where I felt like going slow was really necessary were Rust and the final one.

 As for jumping, the falling speed is actually very fast. I think you might have been either holding jump or shooting the whole time, as those things keep you in the air.

Regardless, thank you for giving it a shot! If you beat Rust, you were actually really close to the end of the game. :)

Submitted

Wait, so the game also punished me for shooting all the time?? I couldn't even think of such a smart method! ¦3

Submitted(+1)

Sonic!?

Got reincarnated again as a magical girl it looks like. Pretty cool stuff. I like the giant python.

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