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I spent last week dismantling the mob (but enough about me, how was your weekend)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
FUN | #7 | 3.838 | 3.838 |
BOSS DESIGN | #9 | 3.865 | 3.865 |
Overall | #12 | 3.658 | 3.658 |
USE OF THEME | #14 | 3.703 | 3.703 |
ART/VISUALS | #22 | 3.865 | 3.865 |
SOUND/MUSIC | #22 | 3.459 | 3.459 |
CONTROLS | #23 | 3.216 | 3.216 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's take on the theme
Our hero needs to collect items dropped by the bosses to make some MAKESHIFT ammo for his finger-gun.
Does your game utilize the PlusMusic plugin?
No
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Comments
The bosses are really fun but the controls are a bit slow and lack feedbacks. The game would need some polish and juicing. I liked the style though.
Very fun game. I really enjoyed the art, the humor and the creativity. The last two bosses were very nice, I felt like the environment was missing something on the first ones but it was really neat on these. The animations work super well! I wish there was a link between collected objects and the bullets but the randomness of the thing added some fun though (or maybe I didn't get it idk). The perspective is a little bit hard to read but I managed to finish the game so I got used to it! The only thing that really needs a fix is that the player can just disappear in the front corners ; I tried different types of screen display but it really is a blind spot (and I think ducks from the first boss could spawn there too). Still that's a really really good work!
Great art, but in the first level i assume that its a bug, the boss stood still and i killed it without even moving
Not a bug! The first boss was a training dummy :)
Ohhhhhhh hahahahha ok i see, didnt realised that
I really like your use of the 2.5 d and I feel like the game really has a lot of personality and creativity in it.
The frame by frame animation looks at times really smooth and mostly funny.
I did have a little problem with the responsiveness of the game, I don’t have an hdtv screen ratio and I couldn’t see the sides of the screen, other than that, a really great submission
Glad you enjoyed it! I'll admit, we didn't test on a ratio different than hd until we had a web build, and that was just before the deadline. We'll do better on our next game!
Great game, it was really fun to play, the art is good and mechanics are interesting, good job!
The game was very fun and I like the art style. The bosses had the right balance of difficulty which was nice. The design for the bosses were also unique and fun, especially the CEO one. If I were to have any complaints is maybe that if I were able to deal damage even if I didn't pick up the items on the floor (since at times I'd just be shooting at the boss with no damage being dealt, waiting for items to drop). But overall, my experience was nice.
oho this was a fun one. Visuals were solid all across, and the boss animations in particular were absolutely fantastic. Played on normal difficulty, and didn't have many issues- though it was hard to tell if some particularly airborne bullets would hit or not. Good sense of humor to it, and I always do love a good 2.5d game. The item combos were a good, if common way to pull off the theme, but this game pulled it off better than many of the others I've seen- though the hitboxes for some of the floor drops seemed a bit small.
Final boss was suitably challenging- I liked how it effectively flipped the script on player movement from the previous bosses (either chasing you or teleporting around) by being motionless as a real boss should :p
Wow, this game was so much fun! The title is a bit weird (and very long lol) but it was pretty interesting! Good job uwu - Snow from LTP
This is my second jam, and both of my jam games had a bit long title. I think I'll make it my thing :)
I Love the style, the screenshots dont do it justice, I loved the polish, and context given for the story, i feel like the aiming is a bit difficult, otherwise, that's my only major control gripe. very strong style that is kept strong throughout.
If there was a charm rating I would give this game a 6/5, I absolutely love the vibe this game gives off. My only real critique would be that some any player bullet types that shot multiple projectiles could shotgun the bosses, increasing the damage output dramatically - and, only then I thought the damage was good enough, some one bullet variants just felt like shooting a peashooter. Still, the art, animations, music, everything was top notch, really good job!
There's a LOT of personality in this game and I really enjoyed that. I love the newgrounds-y art style and the game's pretty funny too (that name is probably the best in the whole jam). The bosses were very well-designed and attacks definitely felt like they complemented each other which is something I absolutely love to see. The only criticism I have is that I saw that bullets could have different textures, but I didn't really see those different textures actually changing anything about the bullet, or if they did I didn't really notice it.
Thanks!
Regarding bullet types- different types deal different amount of damage. Damage, as well as other bullet properties are linked to number of bullets you get- your get more if the value is closer to average, so that you don't get stuck with crappy bullets, or just rip through a boss, because you got good ones. I guess the differences in damage output aren't too dramatic (the best ones have little more than twice the damage of the weakest), so it may be hard to notice.
That's totally fair. If you plan on making a post-jam version, I'd definitely recommend going beyond the scope of just "damage" as far as the textures go. For example, the fire texture could have DoT or the ice texture could make the boss attack slower, stuff like that. It'd definitely improve the game if the different bullet types actually did totally different things, though this is 100% just a minor nitpick rather than an actual major criticism of the game.
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Hey would you mind checking out my game?
This game was art was quite unique, good job :D
Yo great work here! The humor, the animations, the boss variety, it's awesome. The makeshift ammo combination was a really cool detail as well.
I love it and hope to see more in the future!
That was really cool to play from start to finish! Designs and controls were really smart, and the lines and humor were great. I love that each boss had his own personnality, fitting their style, it really felt alive (especially that last boss slaming his desk and pointing orders, really nicely designed).
Most makeshift bullets were a good surprise, altho I didn't really get which item did what when combined, maybe partly because of the size of the items dropped (or mabe the shy yellow color) which made them harldy readable, especially when too far.
It also felt a bit hard to read the perspective to avoid bullets, but you kinda get used to it after some time, except for the last part of the final boss, which is a bit too crazy (I know something about having a crazy last boss ;) but it feels good and necessary), and after a few retries I ended up running in circles and (s)praying.
Amazing work, and really nice entry!
Super fantastic animation, the style is instantly charming and made me want to explore more of the game. Would love to see more games from yall!
Thanks! This was a first collaboration between both authors, and seeing the reception we got, there's gonna be more!
the game was beautiful, the animation were so polished! I had a little troubles understand were I was aiming to but overall I really liked this entry! Amazing Job!
Great game! Loved everything about it. Did notice that occasionally bosses would be just off screen on the bottom left or right. Maybe some cursor icon for the player would also help them know where exactly they are aiming at (not a big deal since it was still very easy to do)
Thanks! We had a last minute fix addressing bosses moving off screen, so at least in current build bosses move off screen LESS than before :)
As for the player aiming- if you are playing on mouse and keyboard characters aims at cursor, and on controller he aims his hand in the general direction. Since player is firing rapidly all the time and the bullets are visible, aim correcting can be still done easily.
Glad you liked it!
I had a blast! Truly a masterpiece :)
Thanks! Glad you enjoyed!
Your game has so much personality in it! The bosses were fun and well designed. I loved the animations.
I did have trouble distinguishing what items I was picking up and what powers they would give me, but I personally felt the surprise of it made it a lot of fun. Good stuff!
Thanks! At first we wanted to make it more clear (like color-code items that gives you certain effect), but during playtesting we discovered, that in a fast paced game this takes away from the fun (because instead of hitting the boss with whatever you have, you are hunting for a specific item), so we introduced even more randomness! Since there is a correlation between ammo count and certain effects you never get stuck with very weak, or very strong gun for too long.
Glad you liked it!
Great game overall, congrats! Only issue I have is the perspective when fighting the CEO of crime. It was hard to see which bullets would hit you.
Thanks! I think in CEO fight it's the number of bullets that makes all the confusion (you are not the first person to point it out). The Bath Man has the exact same bullets, and people generally don't have trouble dodging those. We decided to make the CEO more "bullet-helly" (since he doesn't move anyway), and in the last phase it gets a bit hectic. He's the last boss though, so we decided hectic is appropriate :)
Glad you liked it!