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A jam submission

Casino ClashoutView game page

Hack and Slash through the Casino
Submitted by Iron Feather (@IronFeatherGame) — 12 hours, 6 minutes before the deadline
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Casino Clashout's itch.io page

Results

CriteriaRankScore*Raw Score
BOSS DESIGN#1383.2503.250
USE OF THEME#1653.1673.167
Overall#2393.0003.000
FUN#2742.9172.917
SOUNDS / MUSIC#2852.8752.875
ART / VISUALS#3043.1253.125
CONTROLS#3582.6672.667

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game's Take on the Theme
Slot Machine Boss rush

Did your team make the majority of the art and music during the jam?
Yes, only sound effects and effects were out sourced.

If not, please link to any asset packs or resources used here.
https://ivoryred.itch.io/pixel-poker-cards https://bdragon1727.itch.io/free-effect-bullet-impact-explosion-32x32 , sfx links attached to game page

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Comments

Submitted

Cool concept, I only saw it used for monster taming (frankenstein or genetic combinations) but not on enemies to fight.

Is there an end to the boss rush? Would be nice to see some progression/objectives like Win 5 times in a row!

I didn’t notice the procedural music at first, but looking at the description I assume there is some vertical combination of tracks based on the different parts, which is also an interesting idea.

The full dragon was dangerous, spawning fireballs everywhere. When it reaches 1 HP it raised a barrier and I couldn’t break it and lost… I’d like to have a hint on how to break it.

Performance-wise it was OK but there was a lag on first fireball spawn.

Gameplay

My main issue was gameplay, with controls being raw or unresponsive:

  • no possibility to chain melee attacks, no Cancel period at the end of the melee attack animation. So you have to wait for a full melee attack to end before starting the next one (and there is no input buffering so it looks like click input was completely missed)
  • similar issue with gun, although animation is shorter so it’s easier to chain
  • gun has quite the startup time (time between input and projectile spawn)
  • also felt hard to chain between sword and gun (same, no cancel period)
  • tutorial mentions that sword charges gun, I suppose it means that individual sword hits charge the gun gauge. That would suggest that gun is quite powerful but it doesn’t seem so (I beat one boss more reliably spamming sword attacks) so I’m not sure if this mechanic really balances things

Art

the pixel art slot machine looks nice (except the rotation pokeball I suppose, but many of us got that issue about rotating pixel art in that jam), then there is the HD battlefield which is in a completely different art style, and even has pixel art fireballs in the middle, making it quite inconsistent. It’s less problematic between different screens but stands out on the same screen.

Submitted(+1)

Really cool approach to how you did the bosses! Loved the idea of it being 3 segments randomly selected by a slot machine! I do wish the combat felt a little smother, I couldn't really tell how big my hitbox was, and reloading did feel a little strange since I had to reload by swinging my sword. I also did manage to get stuck in a wall and murder by the boss :(

(P.S. If you're willing to I'd love it if you played and gave some feedback to my game! It's my first ever game jam and I'd love to see where I can improve!)

Submitted(+1)

Awesome! I like the idea of this and admiring boss designs. Art and visuals r cool too.

Submitted(+1)

I like the visuals mainly, the mechanics are smooth and all is cool overal to me, I find interesting how you use the spin theme in the game with the slots, I rate graphics, fun, control and music on top but all is cool, also, if you have some time, please rate my game too, thanks!!

Submitted(+1)

Good use of the theme! The controls aren't too difficult either. Just enough to feel like you're improving in handling. The graphic style isn't really consistent, but it's still quite nice. It was pretty fun to play, thank you very much!

Submitted(+1)

Cool idea, and I love the implementation of the mix-and-match bosses. Definitely has some balancing issues, but I'm impressed you were able to pull this together in a month. Good work!

Submitted(+1)

I just got around to playing your game. The concept is really cool! I loved and was pleasantly surprised by how the bosses are assembled from different parts. This has huge potential. The music and visuals are also very pleasant. Keep it up!

Developer

Thank you so much!

(+1)

The animation and art of the draw is very good

Developer

Thank you!!

Submitted(+1)

Idea was great! Was it really randomized, or you just made tons of enemies made out of separate parts? Anyway, i liked it. Player may be a little big for that game, and there is a lack of animations, but i liked the realization.

Developer

Thank you! It was totally randomized! Our artist drew up three bosses, sliced them up, then the game would reassemble them in-game! It was a lot of work, which is exactly why we're short on animations!

Submitted(+1)

Amazing concept!! This game gave me a lot of enjoyment with its wild design choices! The balance may be uneven, but hey—IT’S A ROULETTE, so it didn’t feel out of place at all! 😆

Great job!

Developer

I love that take on it, thank you!!

Submitted(+1)

Great concept! But like others said, sometimes fights can be a bit difficult or too easy, but I guess that's part of its charm.

Developer

I love you

Submitted(+1)

An interesting approach for the boss design and actually a backstory for the game would be a nice touch to carry the game further.

Developer

Thanks for the compliment, our artist worked pretty hard on the bosses! Yeah, we didn’t add story to it for the jam, focusing more on the bosses and conjoining mechanic. The story is already in the works for the polished version!

Submitted(+1)

Hello! The idea is great, combining bosses is a really creative mechanic, Probably I would add some hints to learn  the gameplay of the battle and also I would add another mecahnic to reinforce the spin theme. Besides, its fun!!

Developer

Hello! Thank you for the compliment! We plan on adding a tutorial for the polished version, and I agree that the bosses could use a bit more buildup before their attacks, to hint at the incoming hit. We’re glad it’s fun!! 

Submitted(+1)

Damn, it took me a while to figure out it was creating the bosses by parts, really a clever idea! Also I really really loved the graphics and the animations of the slot machine, the sfx were amazing too, really satisfying, an amazing job! :D

Developer

Thank you so much! A lot of love went into the graphics, and the machine. Glad you liked them!!

Submitted(+1)

Love the concept of random bosses !

Also is the difference of pixel art resolutions between first menu and boss fight wanted ?

Developer(+1)

Yeah, to some degree. It isn’t possible to keep a 1:1 scale between the two with the camera moving around and zooming onto the machine, but we definitely could have done something like scale the machine up to compensate. Even then, we would have kept the icons on it a low res. In the polished version, we’ll have to scale the machine up to match. Thanks for bringing that to our attention!!

Submitted

Ok I understand the limitations, good luck dealing with that !

Submitted(+1)

I really love the concept of having a randomized boss each time—it keeps the gameplay fresh, and  offers something new with every run. 

That said, the randomness also makes the difficulty feel inconsistent. Sometimes it's a breeze, while other times it’s unexpectedly tough. It’d be great if there was a way to balance this, maybe by gradually increasing the challenge over time.

Also, I noticed that some boss combinations can be "cheesed" by just tanking all the damage without much strategy. Adding mechanics to prevent this could make the fights more engaging.

Overall, it’s a fantastic idea with tons of potential. I’m excited to see how it evolves!

Developer

Thank you so much! We've been made aware of the balancing problem, as well as tanking problem. We've already got plans in place to patch these problems as we transition this into a full game. We plan to add more bosses, more music, and a storyline!

Submitted(+1)

This was very entertaining i love the idea of the boss's being randomized by slots and changing the boss each time i felt as tho the players movements were not very good but the entertainment of random bosses made me push through that. very fun would love to see a polished version of this

Developer(+1)

Thanks, man! We do plan on making a polished version, most likely adding story and an actual genre to it. Stay tuned!!

Submitted(+1)

Lets go gambling, AW DANG IT, AW DANG IT. Honestly fun game, though I didn't even know I had a gun. Maybe a control's tab in the main menu would help with that. Aside from that, banger entry, ya'll should be proud of it!

Developer

AW DANG IT

Submitted(+1)

This was such a cool idea! I loved the build-a-boss concept and thought you did a really exceptional job with tying them together visually. I would have liked to see more animation on the parts, but I totally understand the constraints.

I would have liked to see more mechanical aspects to your boss fights. They felt either very challenging or very trivial, but the variety kept it engaging enough to spin another time!

Developer

Thanks! We did feel that we didn't balance them properly, but we plan on rectifying this in the polished full-sized game we're planning based off of this. Stay tuned!!!

Submitted(+1)

Lets go gambling!

Love the idea of procedural bosses and the mechanics are very interesting. I like how the attacks all work together, I do wish that you shot where your mouse was and not where you were facing though.

Developer

Thank you for the feedback! We had a lot of trouble figuring out the range system so we may end up incorporating that?