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A jam submission

Law & ChaosView game page

A chaotic game of lawfully unlawful arrests
Submitted by ShadowHawkDragon โ€” 2 days, 3 hours before the deadline
Rated by 12 people so far
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Law & Chaos's itch.io page

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Game's Take on the Theme
The player character 'spins' a shackle around them, and can be extended (whilst still spinning) to deflect attacks which is the main means of fighting

Did your team make the majority of the art and music during the jam?
Everything but sound and music was self made during the jam.

If not, please link to any asset packs or resources used here.
Sound and music used cc0 (public domain) sources: Sound effects from: https://freesound.org/ music from: https://freepd.com/

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Comments

Submitted

Big fan of the defensive play style here, I don't know if this is intentional but this defensive play style feels very informed by the narrative aspect of your playable character being a law enforcement officer, where ideally (big emphasis on ideally) a law enforcement officer can't harm someone unless they aggress. At first I didn't think the spinning had much use, but I did find it pretty useful when I got the hang of it. I do think though that you might've overdone the balancing here, I don't think your most basic attacks requiring exhaustible resources feels very good in the context of a fast paced defensive boss rush game

Submitted

Beautiful game, interesting mechanics. Focusing on deflecting the projectiles is pretty fun!

Submitted(+1)

The gameplay on this was very interesting! Art and sound were both on point, and I really appreciate projectiles hovering towards boss if you got them relatively close with your repel mechanic. Nice submission!

Developer

Thanks for the feedback.

With how chaotic the game can get and the fact that you have limited agency on how you attack (as its dependent on the boss) I wanted to keep aiming frustrations at a low. 

i.e. as long as you are aiming in the right direction the attack should still connect.

Submitted(+1)

I really liked this game! I was cool tho fight the Bosses, it didn't feel too repetitive, especially with the mechanic of deflecting the boss hits (which was kinda hard to do, a tad inconsistent, but very rewarding)
Love the Flash art, reminded me of old games!

Developer

Thanks for the feedback.

Yes, reflecting enemy attacks with the shackle does seem to be more tricky and skill dependant than I originally intended. But I'm glad people are finding the game fun none-the-less.

Submitted

i like your game idea is ee it could be good in 3d i wish you good luck and can you rate our game and tell us if you liked it 

link = https://itch.io/jam/boss-rush-jam-2025/rate/3292181

we are waiting for your rate

Submitted(+1)

The art style  is quite pleasing, it can be a little bit hectic and times and hard to read but I like it.

Having to deflect the bullets is a cool feature but the second dudes shield ability is confusing and just feels pretty punishing since you cannot predict if it will hit the shield. 

Abit more feedback when the boss is hit would also go a long way.

Really good submission!

Developer(+1)

I did fear that the orbiting shields may be a bit too much, perhaps I should have made them only last for 3 or so seconds then disappear.

And yes, more sounds/particles on the bosses when hit could have gone a long way.

Thanks for the feedback, it has helped bring to mind where the game could have been improved upon.

Submitted (1 edit) (+1)

Right off the bat, I loved that you made sure that the projectile I deflected DO HIT THE BOSS. Thank you for that. I found it hard to do it consistently, like maybe the cooldown is a tad bit longer?, or boss telegraphs need more time? Because I'd love if I could pull of the deflect more frequently. Also side note, the crimes they committed made me laugh loved it! 

Developer

I went through a lot of trial on error to find the right amount of homing, with how tricky it can be to even hit the projectiles at times making sure they actually track and strike the boss was important.

For consistent deflections I mostly let the spin meter build up to full then hold right click to spin the shackle as I side step the attacks, once you get used to the distance of the spin and place the cursor on the boss its fairly consistent.

I will acknowledge that a more interactive tutorial beyond deflecting a few shots would have helped and I'll certainly look into the length of time bosses telegraph for, some are a bit too quick.

I had a lot of some fun coming up with those crimes, I'm glad you enjoyed them.

Submitted(+1)

"Which game can get you back to the glorious Flash years" they said... And for sure I will answer this one ! Very nice job on it, everything is polished. Just a thing, it was hard for me to handle the attack mechanic. I will be curious to have other opinion on that point :) 

Congrats!

Developer

Thanks for the comment.

Yes, the combat can take a bit of getting used to. Personally I found using the right click (shackle spin) and moving to the side of the attack so that the shackle will hit the projectile as it spins round. As long as the cursor is pointed at the bad guy it'll go in their direction.

A longer more interactive tutorial would prolly have helped.

Submitted(+1)

I think your game achieved what it set out to do very well. It was easy to pick up the game and was at a good difficulty (for me). I especially enjoyed how all the projectiles were interactable, and the scientist's electricity coils were a very inspired mechanic - that one was my favorite. Really nice job on this one

Developer

Easy to learn, hard to master was the core idea. For a jam I didn't want the difficulty to be too high, so I'm glad to hear it seems to have hit the right balance

Submitted(+1)

Cool artstyle, reminds me of Flash-era games. Gameplay is pretty cool as well, I'd probably recommend adding more bullets on the screen so it's more fair for both the boss and the player. I love the tentacle guy's design btw!

Developer(+1)

Thanks for feedback, after the jam should I add to the game further I'll consider a chaos mode with more projectiles.