The custom drawn art is absolutely gorgeous and some of the best I've seen in the jam. I can see the inspiration from Cuphead in the style and animations. Super well done on that front.
chillhopper
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Everything from the lore to the characters is superbly crafted and put together cohesively. I love the color palette used and the boss designs. Only slight nitpick is that I would appreciate some short invulnerability if I get hit; you can take 3-4 hits from bullets in one go if you whiff a move. I really enjoyed this hidden gem and it deserves lots of recognition for all the hard work and care put into its aesthetic!
The yoyo is a great idea that I would love to see explored further, and the grapple to avoid attacks is a unique idea in the jam. My favorite part is the pixel art and the trail effect from the first boss's dash - that was very nice. Keep it up - a lot of ideas here will have potential when brought to fruition.
What a cute game with some of the best UI visuals I've seen in the jam! Especially great with the moving portrait and animated boss titles, I can tell you put a lot of attention and love into making the game's vibes feel perfect. Building a combo felt like a great way to encourage the player to stay on the gas but also plan their angle of attack to maintain the combo multiplier.
The game felt very snappy and clean to play - the bosses' attack patterns were excellent to play around and most of the time getting hit was because of player skill issue, not the game. I loved the totem design and how you can roll different segments that created unique patterns, which made each fight feel very fresh, even after I played all three difficulties. Make sure to not use square all-caps fonts for large paragraphs.
I can feel the love in this game through the hand drawn animations and carefully balanced parry system and all the attacks from the bosses. I think you guys did an awesome job and should be proud of how good the game feels to play. One more boss would've been awesome (and make it hard! No more freebies imo)
The intro cutscene is the most awesome opening to any game I've seen in this game, by far. The gameplay is smooth and the bullets add a lot of juice to the the vfx on screen as well as adding gameplay variety. Only slight nitpick is that the boss could be more interesting and have different attacks or different behaviors. Super impressive work.
I love the hand drawn animations - it always adds a special charm to games. The best attack has to be the knight hitting the platform from above. Make sure to playtest heavily when your game is intended to be difficult - you'll be able to balance it to be more hard-but-fair, which should be your primary aim. Well done overall.
This art style is really unique and I love it. The way that you can customize the boss is also innovative. You guys are super creative and I'm always happy to find gems like these in jams that really try to push the envelope. One nitpick is that there's no visual feedback for the dash, you just teleport across the screen, I wasn't sure if that was supposed to happen. Keep it up guys.
The visuals are super nice, especially with all the extra care you took for titles and the itch page. It's a mark of quality. The animation for charging the weapon is dope, and the impact of firing is just right. Conceptually the snake is a very cool idea, but in practice I found it a bit annoying to have to do 180s between trying to navigate the tunnels and turning around to shoot the boss. Overall this game is definitely something special!
I love the Cuphead aesthetic. Getting laughed at when you take damage is an absolute genius touch. The melee weapons felt good to use, which was a pleasant surprise, because using melee attacks in so many boss games feels extremely dangerous and punishing, so well designed on that. I think the game feels good to play, the theme of being on a show is excellent. Good job on everything.
All of the design is very Tron Legacy-like, and I might be biased because I love the movie: the visuals for this game are super cool and sleek. Especially the dash, which made me feel like I had Sandevistan or something. I think the sensitivity controls might need a bit of tuning but otherwise this was a great showcase of playroom multiplayer and a fun boss fight.
Beat this you casuals: https://imgur.com/a/SBpQNX1
I actually had a lot of fun spamming my spacebar until my arms were sore. Nice game!
I think your game achieved what it set out to do very well. It was easy to pick up the game and was at a good difficulty (for me). I especially enjoyed how all the projectiles were interactable, and the scientist's electricity coils were a very inspired mechanic - that one was my favorite. Really nice job on this one