Hey There!
Soooooooooooooooooooo cute for me! :D
Rated! ;) Thanks a lot if you check and rate my game too! ;)
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/
Really good job. The "hit bullets to send them back" mechanic is genuinely great and the bosses are challenging, but not too hard. No crimes of bad game design were committed here, officer.
I really like the visuals in the game, the concept of attacking with this claw is really good and works nicely, the bosses are hard and makes this real fun. I rate graphics, control, fun and music on top, but all is cool, also, if you have some time, please rate my game too, thanks!!!
Incredibly cute MC, all round great bosses and with so many bosses, it's really a feat of characterization and design. Standing ovation for all you did here.
For me, having to do it all while keeping my mouse on top of the boss to hit them was terrible gameplay. Spinning with on top of the boss is fine, but spin ends quickly, doesnt charge quick enough to be reliable on second phases and doesn't give you invincibility, so you'll spin and die against bosses that throw a lot at once (daredevil got me multiple times with this). The shackle attack is a 1-in-3 to manage to strike the projectile and return it to the boss. But rather than make it return automatically, I just wish either the attack consumed less or no spin, so I'd not feel the attack that missed was as wasted as most of them are. Spin for a sure hit, attack for survival against the many attacks, minions and turrets onscreen. (Bosses are perfect as they are, I really just think attack and spin should be rebalanced a little to give the player some freedom to move better against them.)
Would play more, would play again.
Yes, the game is more heavy biased towards using the spin attack (right click), this is especially so when the spin speed is near max as it spins very quickly.
I do agree that some rebalancing is in order, cheaper left click and maybe no spin cost at all on the right click.
But regardless, it really helps to get opinions from people who haven't been playing it from start to finish to get a feel for things that may have been missed or overlooked. For example, I really need to make that shackle hit box bigger.
I'm also thinking that maybe an optional 'auto-aim' mode that always deflects in the direction of the boss could go a long way.
Anyway thanks for the detailed feedback.
awesome mechanic, though i wish the hitbox of the shackle is a little bigger so it doesn't whiff the bullets as often while spinning (probably just skill issue)
Fun game! I really liked the spin mechanic in this one, and the art was really cute. Bosses were enjoyable as well, great job!
Very cool game! It took me a bit to get used to the mechanics, but I enjoyed each boss fight.
Hey what a neat game you got there with unique spin mechanics! I was able to beat the bosses! fun with shackles, nice art and sounds too! Congrats on submission, and good luck!
I rated and submitted to return the favor of your rate submission of my game below!
- If others read this, RATE/REVIEW my game to get me to try yours as well! Thanks!
It's a great game, I'm not sure if it's challenging because I just beat the bosses just fine but maybe it's pretty challenging for others not to mention there's many bosses too to beat too!
I think it's cool that you can counter the enemies attack back at them but I had a problem with checking the attack cooldown, I know I can check it based on the spin but I absolutely can't tell the exact number of my attack and that's the problem as that's the only mean of defense as well, I mean if knew the exact number I would have do all out attack while keeping the last attack as an insurance in a pinch.
I play safe by only doing attack once in a while as there's no dash, roll, or whatever, only that shackles attack and spin, I don't really use spin at all since it tend to miss/didn't hit the projectile not to mention the aim is also off too and consuming spin energy as well.
*Just a suggestion, maybe you can put an indicator which inform player about how much attack they had left or maybe you like to keep it vague and let the players to guess or keep track themselves? that's fine too I guess...
*Another opinion of mine, maybe you could put a detail on the arts, I also put faceless character on my game thumbnail but I properly give them face on the actual game or maybe you can put a shadow to cover her eyes if you want to make her anonymous type.
This one is just probably me, idk if it's a bug or there's really only one boss battle bgm in the game, anyway I'll just be honest that I was yawning after hearing the boss bgm over and over.
*I'm pretty sure it would be a great idea for each stages to have their own bgm or even better for each bosses has their own bgm.
Oh yeah, I wish I could take a year long break too...
That's all I guess, if I write something wrong or missed something, let me know.
Thanks for your feedback, there certainly are areas to improve the game.
For music you are right, there's only one track. And I wont deny that boss-specific themes would have been ideal.
Overall whilst the game is simple (at least to me) there does seems to be a miscommunication on certain gameplay elements. Simply put the tutorial is lacking and could do with some re-scripting to be more interactive. You are not the first person to favour left click over right click.
In short yes, there are some things you missed:
On the top left besides your health, that is your spin, the more 'full' the coloured ring the more spin you have, the middle part also turns blue when full. As long as there is still a coloured ring in this 'meter' you should be able to left click.
As for the spin attack (right click), this is faster the more full the meter is and all deflected attacks will always aim at the cursor from the moment the shackle hits them, so point that cursor at the boss and just 'spin to win'.
Regardless I greatly appreciate the detailed summary of your experiences, difficulties and overall views of the game.
And honestly the fact that the game can be won even with only using the left click is both surprising and impressive. I shows to me that the game can be played either way, and which is more fun that's up to the player. So in short I'll take it as part failure and part success and use it as a learning experience.
An interesting story and mechanics. At first it's kind of hard to get onboard but after a time you manage to keep up with the bosses.
loved the mechanics. Each boss has unique personas. love them all. controls are bit odd for me but i used to it. sfx were amazing on this project
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
I defiantly hadn't planned the defensive play to fit this nicely with the theming on a conscious level, but there may have been something sub-conscious that lead to this design. At first I had considered just letting you hurt the enemies with the left click, part of why it costs so much spin, but something felt off about it and so I hard learned into the concept of reflection only.
In terms of balance, to be completely honest; the spin has always been intended to be used like 90% of the time, but does take some time getting used to. And as the dev I rarely even use the left click. Thinking back on it I should have switched the controls so that spinning was left click and the throw was right click. That way it'd make more sense which you are intended to use more. and yes the throw may be too costly.
Beautiful game, interesting mechanics. Focusing on deflecting the projectiles is pretty fun!
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!
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
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!
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.
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!
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.
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