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A jam submission

Crunkle's GauntletView game page

RPG/Platformer Boss Fight
Submitted by Dev Pirates — 3 hours, 39 minutes before the deadline
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Crunkle's Gauntlet's itch.io page

Results

CriteriaRankScore*Raw Score
How well thought out was the design of all characters involved?#24.1824.182
Did the game include 2 distinct game genres and how well did they mash together?#53.1823.182
Was the game well polished?#53.7273.727
Overall#53.4183.418
How much fun was the Boss Fight to play?#52.9092.909
Rate the Technical Complexity & Execution.#73.0913.091

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+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

Developer(+1)

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.

Submitted(+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

Submitted(+2)

How well thought out was the design of all characters involved?
Epic. The ancient battle robot god that Crunkle asks you to fight against is super duper cool, probably the best looking boss I’ve ever seen. I especially like how it rises up from the ground, crushes a house with its huge metal fist and then stays in a shoulder slumped position. I also like how it transitions to other phases too and is a great downtime moment between the action. Seeing the boss launch missiles from its back and then having it rain down is awesome to see and dodge and I like the inclusion of warnings and telegraphing for all the rockets, missiles and rocks he slams into the air. The main character is excellent too with an awesome ledge hang ability that fits well with the level design and it's always great to see Crunkle again.

How much fun was the Boss Fight to play?
It's a lot of fun when the boss is attacking. I think keeping the action flowing more would be really awesome. Seeing the boss in different phases is really fun too as it makes you wonder what is going to happen next and the excellent music and sound effects compliment the game’s atmosphere perfectly.

Rate the Technical Complexity & Execution.
The ledge hanging is technical and really well executed. I like the random locations for the multiple attacks and their corresponding warnings. I also like how the rocks roll and how the boss can destroy the command buttons later on. Everything seems really well made and professionally put together and I liked using my gamepad to play the game.

Did the game include 2 distinct game genres and how well did they mash together?
Definitely. Mixing a platformer with an RPG in the way you have done is not something I’d ever think of but it works extremely well. Being able to jump on top of and take cover under RPG command buttons is a neat concept and I like how entering them does different types of attack and heal. Running inside what I think is the robot’s arm or gun in a 3D perspective is really cool and it reminds me of early dungeon crawler RPG's. I would have loved to see this and the dart attacks expanded even further gameplay wise but what there is, is really good.

Was the game well polished?
Yes. Having a well designed title screen with sound options and an intro cutscene is good polish. There’s great looking impact effects when the rockets land. The heart beating especially when beating faster on low health is great and made my own heart beat faster. To lean into that immersion further, it would be awesome if the music tempo increased slightly on low health. I also think a freeze frame on the game over screen and muting the explosion sounds during the 3D sequence would be awesome. It’s clear when the character is taking damage due to the flash effect. The game over and game completed screen is well made too.

Developer(+1)

Wow thanks for all the feedback and thanks for playing.

For the first bit, thank you, I like that you saw what I was going for.

I agree with the fighting part, there a few things I think I can do to make the fights tighter, reduce the turn timer, kick off the next turn right after the player does their attack... maybe a few more things.

I try to make the game pad always work with my games.

I agree, I wanted to build on the attacks as the phases went on, but had to cut a lot due to real life getting in the way.

I think your feedback in the last one is solid, I had similar feelings to most of that and think the others are good to find a solution for.

Thanks for playing!


Submitted(+1)

Nice work! I liked the interaction with the boss destroying the action-boxes.

I ran it on Firefox and Chrome and didn't have an issue on either on my end.

I noticed you could move side to side in the "attack" hallway, maybe including an obstacle or something to dodge would be cool.

Great job!

Developer(+1)

Thank you! In the attack, was going to add more to it to make it harder as the fight got harder where you would have to move left and right to dodge things while jumping, but I had to cut a lot and left the moving left and right to make the attacking less boring after playing it over and over again a few hundred times. Thanks for playing!

(+2)

That was fun, I didnt get around to throwing anything was curious about that and what happens if you fall when attacking… Didnt want to lose so didnt try lol. Looked great as always and all other aspects were solid :)

Developer(+1)

Falling during the attack just fails the attack. Thank you and thanks for playing!

Submitted(+1)

How well thought out was the design of all characters involved? 
The saga continues, so yeah the skeleton universe is good.

How much fun was the Boss Fight to play? 
So so, i just camped the attack block and only tried the other to see what they did - randomizing their positions could have been good. I dont know how running down a hallway damage a huge skeleton warrior like that though, felt very out of place.

Rate the Technical Complexity & Execution. 
Actually it have several moving parts, the throwing is prob. the most impactfull of them all.

Did the game include 2 distinct game genres and how well did they mash together? 
Platformer and .. endless runner when attacking? remind me a bit of old arcade games like "rambo"

Was the game well polished? 
It could have used more time to cook, but the mechanics that is there, do as they are suppose to. 

Developer

Thanks for the feedback and thanks for playing!