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(+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!