Play boss rush
Suzieus: One Doll Survives's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2 | 4.100 | 4.100 |
Boss Design | #10 | 3.300 | 3.300 |
Gameplay | #11 | 3.300 | 3.300 |
Overall (Primary Criteria) | #14 | 3.200 | 3.200 |
Sounds and Music | #16 | 2.800 | 2.800 |
Graphics | #20 | 2.900 | 2.900 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Were any of your assets made before the jam? If so, what were they?
All photography, sprite editing, and music composition took place after July 1. The photographs are of physical props, and many of those props already physically existed before the jam started.
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Comments
interesting game with a lot of content!
Wow, amazing submission! Lots of bosses with their own theme that also evolves with each phase. Unique style that I also really liked. I had a lot of fun with it great job! Played on medium and got just over 2 million for the score.
Very creative and challenging. I loved the variety of attacks and the alternation of characters.
What a cool and interesting game. I loved the different patterns of the bullets and how the bosses would change perspective size and position to keep things fresh and different.
It took me a little while to figure out the hitbox was the glowing orb so I was confused why I wasn't taking damage most of the time, and after I died on the second to last stage I became a little less cautious because dying didn't seem to matter until I got my score at the end.
My first sore on easy was 800,789.
Very creepy atmosphere, and the idea of always taking control of the previous doll to fight the next one is really cool. Using video footage for the sprites worked way better than I imagined (no bleeding through of the background, only the head of the 'headless' doll was slightly noticeable, but very clean work). I liked the purple vs. red fight (with the bottom-to-top perspective) the most, whilst white vs. orange at the end was a bit annoying due to the slow fire rate (had to spend a lot of time healing). I agree with the others about the hitboxes, in this kind of game it would be better to be able to predict exactly if a projectile is going to hit or not in order to be able to take the right evasive action, in my opinion.
Thanks! Changing the graphics isn't possible right now, but we'll update the page with a note about how the hitboxes work.
We've now updated the game based on this feedback, with an optional higher-visibility mode.
Wow, just tried out the updated version and I didn't realise the hitboxes were actually that tiny! I think optionally showing them and making it easy to goggle them on and off is an excellent idea, and also you implemented them in a style that fits the game's graphics very well. Nice work!
Cool graphics. Some of the enemy's attacks would hit some wouldn't not sure why. Also when hit would cause you get freeze and get hit again unable to dodge. Nice music.
The hitbox is smaller than it looks, so sometimes you can graze past a shot that looks like it hit.
You should still be able to move during most of the damage animation, just not shoot... that might be a bug. What browser are you using, and how consistently is it happening?
Using chrome. I noticed it with the first boss. It happened if I was hit with the shot head on.
Thank you for the report! I can't reproduce this after multiple attempts, and I can't see any place in the code that would cause this. It's possible that I've missed something. It's also possible you thought you weren't moving when you were because of the damage animation style, or you were near the edge of the screen and trying to move outside the play area, or you happened to have an unrelated keyboard problem at the same time you got hit. If it's definitely not any of those, a video of it happening might help me narrow down the problem.
What I can say.. your game graphics are very particular.. nothing I did't see before..