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bossmanBforT

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A member registered Mar 08, 2025 · View creator page →

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made myself so much work , just to not have to deal with Asperite and destructive designing 

But end result will be worth it !

HEYYYYY NICE !!! cant wait to play some more !!!

well i keep changing methods it seems , im testing now for even more performance , as im targeting it running on low end pcs also 

so i do all the poses now 
bake the key frames 
with changing the bones to sprite2d 

now im cutting 50% node count , and processing 

since i need to balance out implementing high res 

#learning #grinding 

WELL DONE!!!
ill be wishlisting it NOW!!!!



oef their all challenging areas , but its getting there :D its a top tier prototype regardless 

(1 edit)

great update !

im not sure though somewhere is a bottleneck when you reach above stage 6 , where when the damage tick goes off ,
you get quite noticeable  frame drops until all the objects are instantiated 

either alot of calculations going off simultaneously
or
the amount of text labels being instantiated all together 
("godot headaches")

either then that great job with optimizations!!! 

time for a break and to do a few map runs with this cool update :D

nice nice nice !!!

Thank you very much , its not actually a live update yet XD , its part of the large 0.0.0.6 update coming really soon :D

really cool game but damn the UI and travel mechanics SUCK , you easily double click on stuff you dont want to 
and its annoying to spam click to walk past interactable sections 

add arrow movement keys and interaction button outside of mouse and i would say this is a 10/10

daaaaang you work fast !!!!

thank you luckyape !!! Its still a big walking progress but getting there slowly but surely !!! <

also i dont know if you know or how your showing the damage logs 
But with godot 
using text labels is one of the worst performant options :P 

i was using it , but decided to rather use a sprite atlas , and batching , so its 1 draw call for all the numbers of a damage log , and reusing a atlas

so end result it made my game 2x more optimized just with that label to  sprite replacement :) 



but good job with your project !!!

10seconds is a bit rough 
you could just autosave after each stage run once off :P

more levels and ability to save progress please :D 

good work !!!
very very naash mate

THE END you have defeated the boss in 1 hour 22 min 
, damn the second time playing it was even more fun 
keep it up mate!!!
would like to see you add more features like selling unwanted gear ,   
and maybe look into some means to reduce the (object load at late game) like how bullet hell starts pooling objects , because it packs a punch on my computer when im collecting 500k shards on a map run :P but its a 5/5 for me 

well done sir , this is a fun project with potential

i LOVE THIS

its just static and looks ai generate

nice work crispy clean

would have been good if you made so that killing enemies also rewarded the player some bones , quite unbalanced with the price increase of bones per second , and the amount increased scaled with the enemies heavy incremental hp increase 

thank you so much dude honestly great stuff

very nice game , actually fun combos and challanging!!

very good game , nice and relaxing well done!!!

THANKS MAN!!!
appreciate it!!

im still fixing minor issues as i go with the online version 
but  yea im also now hoping to get a solid start with the godot version
and then have actual moving enemies , and much more 2d /anime visuals

PLUS already got 2 features disabled for online right now :D

might work on them also in between the cross over to godot :) 

What a cool game dude!!!!