Game is fun but too easy. The most effective tactic that I found it to stand in the rightmost part of the arena, then jump and shoot. Most of the boss's attacks either miss me or don't reach me. Still a very nice game!
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Celestial Conquest's itch.io pageGame's Take on the Theme
The game focuses on planets (that spin) and also the second boss's main mechanic is spinning
Did your team make the majority of the art and music during the jam?
Yes
Comments
Loved the art style and music! I died more times than I should have on the first boss. The second one went down much more easily, maybe because I had already mastered the mechanic. Fun game, simple mechanics, and very enjoyable!
The best part for me: the music. Great tracks! I also liked the visual style.
Good luck! 😊
If you could return to 80s and added this to arcade machines and received a coin after every players death - you would become a billionaire. That was very good game.
I like the 1-bit artstyle a lot! The game is very challenging, what would've helped a lot in my opinion is to set le looking direction of the player towards your cursor. That way it would be easier to dodge attacks but also keep yourself on target.
What I liked the most was the music playing during the prologue. I don't know why exactly but it really reminded me of Doctor Who music, which I love.
A very cool visual style—the game makes a great first impression... But daaamn, it’s insanely difficult! 😆 The boss and its attacks often go off-screen, so additional indicators would help. Also, there are too few lives without a way to restore them (or maybe I just didn’t survive long enough to find out). That said, some of the boss’s attack telegraphs are really well done, and the player controls feel great. Considering the time constraints, I love how the boss fight feels both vibrant and well-designed. Excellent work!
Unfortunately, I couldn't beat the boss. The difficulty progression feels a bit abrupt— the boss closes the distance quickly, while the player's movement and jumps feel slower, leading to unavoidable collisions. The fireball line also appears suddenly from off-screen, making it hard to react.
Suggestions: Start the fight at a slower pace, improve the fireball telegraphing, and gradually increase difficulty as the boss's health decreases. This would help players adapt while still keeping the challenge intact.
P.S. Well, I think this would help))
Interesting and nicely coherent style and concept! I would've liked to have a bigger FOV or better indicators as it's hard to see what's going on on the ground when in the air so end up dropping down on a a wave, and vise versa.
I absolutely love your style! The art, colors, and game design come together beautifully like a piece of art! The game feels so comfortable to play, with its easy controls and clean design! Fantastic job!
The controls are easy to understand, and the bosses' attacks are really cool and unique. I also liked the black and white aesthetic.
I like you space feel and the way you animated with few colors, it has a certain aesthetic to it! Seem s we both have easy bosses, haha I would just go to one side and just fly shoot, and I could hear the boss taking damage without needing to get close :P.
I rated and submitted to return the favor of your rate submission of my game below! - If others read this, play/rate my game to get me to try yours as well! Thanks!
I loved the art style and music of this game!! Felt immersed in the atmosphere
The boss designs are also really cool, the only feedback is maybe tone it down a bit on the difficulty level (maybe a way to get health back). Sometimes it felt easier to try to find an exploit than to beat it
but I won't judge because I'm guilty of this charge as well haha
Great style and music. I thought the first boss was super hard until i realized you can just sit on the right side and stay out of his reach haha! I would prefer if i could jump away but still shoot at him, maybe with like mouse aim or something. Quite a few times i was trying to kite him but then would move back into his attacks to try and turn around to shoot. Great work though!
Thanks for playing! A lot of the attacks seem quite hard at first but then aren't actually. the ground attack is easily avoided by staying in the air, the small lasers are avoided by staying on the ground and the large ring attack can be avoided by running away (as you discovered). Many people have suggested mouse aim and I see that it would have been a good improvement, the moveset for the character is inspired by cuphead so I never really thought about it before.
Does it play on a controller? cause I know Cuphead is much better on a controller so its easier to run away and shoot with. But I do see the inspiration. I did like the tapping to hover mechanic, and I think the difficulty more so came from the relative health differences. Like you hurt him fairly slowly but die fast. With Cuphead as an inspiration I can see why you balanced it that way since its a lot of quick firing low damage attacks that drain the boss over a longer time. I think more control over being able to constantly shoot and focus on dodging attacks would go a long way.
This game is soooooo beautiful omg! Also, the music definitely add up to the vibes of the game! I felt that it was pretty hard for me, or did I miss some way that I could heal myself up? Other than that, there is not a single complaint, very well done!
I remember playing this game before the Jam was over, love to see that the feedback was taking into account :D The art of this game is amazing (i might be a bit biased tho hahaha) Also really liked the boss design, If I have to say something negative, I would say that maybe the player only having 3 hearts is a bit hard but other than that was a great experience! :D Congrats!
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