Rated! ;) Great art, and design!
Play game
SOULBOUND HARBINGER's itch.io pageGame's Take on the Theme
a boss cap feature that you need to spin the cursor around the enemy to kill it
Did your team make the majority of the art and music during the jam?
yes, from enemy to boss, except the 2nd area tilemap, i made the sfx but not the bgm
If not, please link to any asset packs or resources used here.
BGM https://www.fesliyanstudios.com/royalty-free-music/downloads-c/8-bit-music/6 "Equatorial Complex " Kevin MacLeod (incompetech.com) "Video Dungeon Boss" Kevin MacLeod (incompetech.com)
Comments
I like the pixel art you have here, the color pallete feels nice and the game mechanics are smooth, I like the game overal. I rate the graphics and fun on top but I like everything, also, if you have some time, please rate my game too, thanks!!!!!
The fluid animations are very satisfying and the art looks great. I do think that the bosses had too much health, though. Overall very well done game!
Man I love the fluid animations mixed with this quirky style, trully a fan! Gameplay wise maynbe the controls felt a bit slow sometimes, like, the dash for example, I would make that animation a bit faster but it was overall a good experience! Congrats! :D
Oh this was fun! Great animations the gameplay felt pretty solid overall a very cool game! will keep playing it to try and defeat all bosses, only nit-picking I might have is when u die you have to go all way back to the tutorial on the first boss, but again cool game!
I really enjoyed the boss characters, especially the spider boss. The animations for it's legs and attacks were really cool.
The gameplay felt a bit slow. A lot of the time, I found myself locked in an animation while a red damage zone flashes over my character.
Still, the visuals look good and I can tell a lot of effort went into making the sprites. Great entry!
Nice game, very interesting, but I feel it could be improved in many aspects. The moveset of the character is interesting, but I didn't feel the need to use it fully during the fight, (I didn't get how the boost works as I have to constantly click to reactivate it, I thought it was a toggle on or off thing but I always missed timing when trying to hit a big hit with that, but it could just me my skill issue).
The spinning mechanic to defeat a boss or the thing that keeps it alive is interesting, but I think in this case it could take away from the game itself, giving the player what's essentially a "quick time event" (as attacks don't stop during the action) but being a bit too unforgiving on the time needed to succeed, so it seems unfair at times. Also, the soul syphon is a bit slow to activate and deactivate, giving the boss plenty of time to hit you. I could see that ability more akin to a "hold button" ability more than a toggle on and off, and with a bit less startup and end time, and maybe while spinning time could be a bit slowed down, making so the boss could potentially still hit you but it wouldn't feel too unfair.
The pixelart style is really nice and I liked the animations, only thing is, some points in the game have noticeable mixels (when pixel size isn't consistent), like the first boss for example.
Overall an interesting concept, playing as a reaper is very cool. I hope my feedback can be useful! :D
It's cool, the charge attack feels good to use, and dealing huge damage when damage boosting it is pretty satisfying. I like the designs (even though the inspiration is a little on the nose), and the animations are pretty nice, especially the arm animation on the first boss.
My biggest complaint would be the controls can feel a bit clunky, the jump not going as high when standing still threw me off a lot, you have to stand still to soul siphon, and a lot of your actions are just slow to start and end.
It's not bad though, nice job :)
I like your concept and had some fun playing it. I like the mechanic of spinning the mouse to destroy the demon soul. The bosses are aggressive, which I actually like.
I think the control can be improved. If you jump without moving left or right you dont jump as high, personally Im not a fan of that. I also think you should hold to activate soul siphon and release to deactivate instead of toggling.
For boss design. One thing I noticed is that their hitboxes are not clearly indicated, for example, the first boss I got confused why Im not damaging him to only realize that you have to hit him in the head. Bosses health are also really high, which lead to long repetetive fight in my opinion.
Leave a comment
Log in with itch.io to leave a comment.