Amazing game! I'm absolutely thrilled with the sound design—it's insanely good, and the visuals complement it perfectly! The boss fights are super fun, though quite challenging (as they should be in a boss fight game! 😆). Fantastic work!
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Trinity of Ruin's itch.io pageGame's Take on the Theme
Since the theme is "Spin," all the bosses in the game incorporate this concept into their behavior, movements, attacks, and more. Not gonna lie, though—the player doesn't really have any spinning mechanics... well, except for spinning the aim cursor, I guess.
Did your team make the majority of the art and music during the jam?
I am a solo dev, so yeah, I did everything myself during the jam.
Comments
I like the visuals, the air feels like cold and makes us want to fight for our life hard, its really well built this ambient, also the tutorial helps a lot, I would say it would be better to not have impulse from shooting, but thats a personal thing for me, so its good as is, also difficulty is high as one hit mean die but its fun and challenging too so I like it. I rate graphics, control, fun and music the most, but all is great really, also, if you have some time, please, rate my game too, thanks!!!
I'm honestly surprised this hasn’t gotten more attention. A very frenetic and fun game, I love the dark atmosphere and the NES style. At times, it makes you feel real tension. The art is truly awesome, the music is a 10, and the SFX are really satisfying. The first boss is quite tough, but I think it's fair, I had a lot of fun figuring out the best way to defeat it. The second one, on the other hand, is almost impossible, and I say almost because I’ve been close to beating it, but it doesn’t give you much room to do anything since it never stops attacking. Despite the difficulty, I could keep trying for hours, I really loved it. Well done!
The atmosphere, graphics and controls are great, but, holy shit, it's hard. Maybe it's just me being bad but I can't get past the first boss.
What incredible art! The gameplay is really fun too, congratulations! :D 🌻
Artstyle is great - color palette and boss designs. Level design is main thing why these bosses are hard, and that's perfect.
Dude, I looove the stylee and art of this game! The intro was really good too and I liked the way the main credits were inside the game. It was really hard tho, I had a bad time (in the good sense of the word) trully an amazing and challenging experience! Also loved how the thanks png in the folder doesn't fit at all with the grunge and dark style of the game, I laughed hahah Great work! :D
Everything about this game is incredible, its style, the bosses, the battle, even the name of the bosses surprised me. One of the best games of the jam for me.
The game looks and feels incredible. The little intro at the start is awesome and really sets the atmosphere - which, again, is amazing. The looks of the bosses is really awesome, especially Judas, Devourer of the Moon. Everything from his name to his look is incredible to me. I also really dig the transition between levels/bosses
The controls have that "easy to learn, hard to master" feel to it which I absolutely love when games nail that feeling, which yours definitely does.
Continuously losing to bosses and quickly trying again felt very fun, and I was in a cycle of "Okay one more try before I go to sleep" for... a lot more than one more try haha. In the end, I was really motivated to beat them.
There is a lot of "game feel" related things that I love, such as the sounds when you jump and the impact when you land; also the different color/alpha when you're grounded, jumping, and dashing.
The main criticism I have is that since this is the type of game where you are supposed to try each boss *a lot of times*, the "get them to 50% first to start the fight" got boring eventually. I liked it at the start, thought it was fitting thematically, it also gave you some time to figure out the weak point, etc., so overall a good idea - but I feel like 50% is too much - I just wanted to hop onto my next attempt faster!
Oh! Thanks for taking the time to play my game. Yeah, in the early stages of development, the bosses didn’t have a static phase, but I felt it was too unfair since the player needed time to learn the rhythm of their spinning. So, I decided to add it.
Anyway, thanks again for playing my game—I really appreciate it! ❤
First and foremost, the game looks great! The color palette is very well chosen, the bosses' design is superb, the invincibility mechanic with the dash is very cool once you get the hang of it, and that single point of life is of course the whole flavor of the game... in short! a lot of very good things in this game :D
I beat the first two bosses in about 60 deaths. They're difficult but make you really want to improve in order to beat them. Then after my 108th death, not being able to beat the 3rd boss, I stopped. My only gripe is perhaps with the third boss, whose difficulty I find a little inflated by its very high number of hit points. I had the feeling I was doing my best, but the length of the battle was too long, so there was always a small mistake that would prove fatal. But maybe others will find that very challenging. In any case, I'm very proud to have managed to beat him, and maybe I'll try to make him regret all those deaths he inflicted on me!
In any case, congratulations on a game with a superb atmosphere and very engaging gameplay.
Thank you so much for taking the time to play my game. I really appreciate your feedback! Some of my testers managed to beat the game after 38 deaths, while others needed 300, so balancing the difficulty was quite a challenge.
In an earlier version of the third boss, he had additional attack patterns, but I decided to remove them because they made the fight too difficult for some players. In the end, I opted to make him a bit longer to defeat instead.
Hehe! You got this! Once you learn how to use the dash properly, the game actually becomes pretty easy—SPOILER! lol.
Anyway, thanks again for playing my game. I really appreciate it! ❤
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