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(+1)

hehe I also just chickened out and just attacked! ATTACK was always the fastest and easiest option, therefore never an incentive to try throw :D

The Boss felt really intimidating, both design-wise and due to the "old god" intro. The animations really nailed this effect!

Of course, as comments mentioned, choosing the RPG elements was fresh, and loved it even more when the boss blew them up!

Thought the "running" inside the boss to attack was nice! However, since it all ended after the second jump, would have liked something there instead of an empty corridor. E.g., a big mechanical heart? Similarly, when the boss changed states, especially the last stage, it felt a bit out of place running in a corridor when the boss was not just bare bones.

Another amazing entry to the Crunkle universe! (love he didn't need to even introduce himself this time XD)

Finally, I wanted  to thank you for being forgiving and allowing transfer to the ATTACK stage mitigating damage, I escaped so many times in fractions of seconds hehe

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I left it open to decide how the player wanted to play. If you just want to attack, then that's an option.

I was hoping to make the boss huge and intimidating to help out with the RPG final boss kind of feel, so I'm glad that translated.

The running up to the boss part definitely needed more smoothing work to help out what I was trying to get across. In many old RPGs the character runs over to the enemy, does an attack, then jumps back, that's what I was going for. But yeah, needed some more visual queues and some new artwork that I had to cut due to real life.

Thanks for playing!

The attack thing was like, I have two easy options

1. Kill the player and game over them if they just barely make it to the block and get hit

2. Let the player escape the consequences and attack without getting hurt

So I opted for the more forgiving to keep things fun. I don't particularly like frustration games.

(+1)

I agree with the not liking frustration games! Thanks for your design choices! 

It did feel like this "run and attack and jump away", only the corridor was endless. Indeed, real life gets in the way of animations hehe