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A jam submission

Ready for Baittle - Boss Rush Jam versionView game page

Boss Rush fishing in space!
Submitted by CozmicGames — 1 day, 23 hours before the deadline
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Ready for Baittle - Boss Rush Jam version's itch.io page

Game's Take on the Theme
Everywhere as a basis for movement, boss attacks and boss movement

Did your team make the majority of the art and music during the jam?
Yes, all of it

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Comments

Viewing comments 20 to 1 of 33 · Previous page · First page
Submitted

Unable to play it even after enabling web gpu in chrome. Its stuck on the loading screen.

Developer

That's strange. Would you be willing to try it again and send me what F12 spits out?

Submitted

Was able to run it on my mac using chrome.

Developer(+1)

Thank you for trying again!

Submitted

I really liked the boss design, the visuals, and the fact that you included multiple difficulty levels for each boss. I encountered some issues with the camera at times, but it was fine afterward. Congrats!

Developer

Thank you for playing and for the feedback!

What issues do you mean?

Submitted

I liked all of the bosses, and loved the idea you had of making several difficulties for each one, and then making a last level where you have to defeat them all in a row, pretty good game design! Congrats :D

Developer

Thank you for that!

Submitted

I liked how each boss has its own twist to defeat them. I also liked the shopping system, where you catch your prey, then make some money out of it to buy some upgrades, very nice!

Having a variety of difficulties was also a nice touch. Good game!

Developer

Thank you!

I was trying to have variety in them and each having their own special ability. 

Submitted

I really enjoyed the controls and the difficulty levels, congrats!

Developer

Thank you for checking it out!

Submitted

Good game! Nice difficulty and fun mechanics, the theme could've been used a little more by adding some type of dodge move, but other than that, no problem! Really liked the idea to change the guns, It's a level of customization most games don't have! Overall really solid! Good job.

Developer

Thank you for the feedback!

For a future version I also want to add upgrades to the weapons.

The dodge movement is a good idea, regardless of the theme. Could also be something to unlock or upgrade maybe. Thank you!

Deleted 29 days ago
Submitted

I really appreciate there were different levels of difficulty, as it makes the game much more accessible for everyone to try.  I got confused by the world limits at first and think this could be looked at, just in the context of space and the mechanical limits it made to getting to the weak spot. 

Developer

Thank you for the feedback!

I'll try to get rid of the world limitation in a future version.

Submitted

Game is well made, but after beating the first one, the other ones seem to be a lot more easier. Octopus should be at least the second one. In conclusion: I liked it.

Developer

Thank you for the feedback!

The selection of the attack and movement patterns of each stage of every boss is not entirely random, but still based on some randomness. Maybe you got unlucky with the first one or especially lucky with the others, or you were faster in getting the weak spot, which also would be fair enough. Either way, it's actually not intended to scale up that much when fighting the bosses on their own, they are designed to be pretty simular in difficulty. The final fight however is supposed to be way more difficult, as you know each of the bosses by then.

Submitted

Loved the visual. I didn't quite understand why the boss was stuck somewhere and I can't fly under it. Well turns out there is world border. Good game with reasonable difficulty though. Nice job!

Developer

Thank you for playing abd the feedback!

Submitted

The idea is good, but I think it needs more time. I didn’t fully understand the concept of "spin" in the game. I think it would improve with challenging elements that prevent you from attacking the boss. The audio design needs a lot of polishing.

Developer

Thank you for your feedback.

There's not a big, central spinning thing or mechanic to it, but I tried to keep the concept of spinning in mind for most of the boss attacks and the movement of the player, as a design basis for this. That's why it's not so up-front maybe.

Submitted

Great horror space game? glad it had difficulty settings, i think the boss chased me to the bottom of the screen because i could not fly under him anymore?

Developer

Thank you for the feedback!

Yeah that's the world-border, I'll try to get completely rid of it in a future version for more movement freedom, but I have to still find a way to not compromise certain mechanics with that.

Submitted

The game looks amazing. I mean for a month...holy cow. Theme use was also really good. Gameplay though was super confusing. I got that you are trying to hit the weak point but damn they don't make it easy.

Developer

Thank you very much! Yeah, I put a lot of work into it.

Well it's supposed to be not that easy, but like others pointed out, some more guidance and feedback would be helpful.

Submitted

Maybe difficult isn't the right way to put it...I like difficult. I think the timing window is just super duper tight.

Developer

Understood, yeah. On hard mode I tried to push it as tight of a timing as possible, making it really hard, on easy mode it's more doable, but still requires pretty good timing, that's right.

Submitted

I was playing easy.

Submitted

The visuals are amazing, it remembers me to the 2d metroid franchise. I think the octopus is a bit confuse and difficult to reach the weak point.

Developer

Thank you for playing and the feedback, that's really a great compliment!

Submitted

The ship feels great to control—responsive yet unforgiving, where any mistake can be fatal. It took me a moment to realize there was a weak spot, but once I did, everything clicked quickly. The boss designs as deep-sea creatures in space are both hilarious and intense—they really gave me a challenge at times! I also love that you managed to add difficulty levels despite the time constraints—that's seriously impressive! Amazing work!!

Developer (1 edit) (+1)

Wow, thank you very much!
I was aiming for it being both hilarious, a bit creepy but also kind of surreal, with a light sarcastic twist on it.

Submitted

Creepy game! took me a bit to find the weakpoints but after that it was pretty fun. Just wondering but how did you record the monster screams?

Developer (1 edit) (+1)

Thank you!

The truth for that is, my little child helped me with this, he screamed, I recorded, and highly edited it with a lot of different effects.. I don't remember all tbh, I just did it until it felt and sounded right.

Submitted

Thats amazing lmao

Submitted

Took me a little while to find out that you have to shoot the bosses weakpoints when they're down. Had a good run! Last fight was scary.  For me the bounds felt limiting tho, sometimes made the weakpoint harder to shoot. What I really loved was the inclusion of difficulty setting. Nice touch

Developer

Thank you for your feedback!

I tried to convey this in the tutorial, but maybe I need to make it clearer with some indicators.


I tried to have different difficulties that actually make a noticable difference. :)

Submitted

I like how the ship spins out of control when hit. Would've been cool if the asteroids were destructible too. I was kind of confused on what was going on, I was just sitting there shooting at the first boss for a few minutes, the boss wasn't moving, couldn't tell if I was doing damage to it or not. Tried a few attempts of that before attempting to shoot at the first boss's beak (boss kept turning away so couldn't hit it most of the time), and that seemed to have worked? I really wasn't sure what was going on, some more information or hit feedbacks would be good.

Developer

Thank you!

I wanted to make the asteroids destroyable, but I couldn't add it in time. But it's on the agenda for an updated future version!

More hit feedback also.


Thanks for playing!

Submitted

Fun game. I really liked the boss design and variety in attacks. They are felt very unique. The stunning effect combined with having to hit weak points makes for an interesting experience. Art and visuals are very pleasent, and the audio complement the visuals well. UI is well designed too.

For improvements, the ones mentioned in the Progzzy stream (zoomed out camera, tighten up controls, make it clearer where the world boundaries are, some bug fixing). I also suggest a minimap, especially for the grand finale fight and the swordfish fight, although just improving the camera/world boundaries could be enough.


All in all, I enjoyed your submission. Just needs tightening up. Great job!

Developer(+1)

Thank you a lot for that feedback!

I've already made a quick list of bugs and improvements for a future version. For now I added a disclaimer at the page for the relocking bug, because that is definately not intentional. 

Submitted

A fun little game! I especially like the boss difficulty settings. Some indicators for getting hit/hurting the boss would be neat though. Nice work!

Developer(+1)

Thank you for playing!

I think a camera shake would have been good, a damaging hit already turns the ship or boss red and scales it up for a moment, a paralyzing hit turns the paralyzed part or the whole boss, if you hit the right spot, blue. But something a little bit more noticable maybe could be a good addition. 

Submitted

For me, lack of feedback of boss getting hurt. Except that, it is nice ! I liked the Audio.

Developer(+1)

Thank you! Maybe a sound or camera effect for that would have been helpful..
Nice to hear you liked the audio after I admittedly really struggled with that :)

Viewing comments 20 to 1 of 33 · Previous page · First page