the bosses are kinda hard for me, yet their idea is pretty nice! the idea of displaying hp on hat is pretty original, but it's a bit hard to see what's your hp. otherwise, a good game!
Play Mr. Boss Rush
Mr. Boss Rush's itch.io pageGame's Take on the Theme
Spin the sword around the character to damage the bosses
Did your team make the majority of the art and music during the jam?
Some visual assets are from free asset packs listed below. The music is 100% original
If not, please link to any asset packs or resources used here.
Oh my dungeon! - peb Water Temple - Nnekart Dungeon Fantasy Asset - HelloRumin 2D Pixel Art Undead Avocado Sprites - Pixxilandartstudio Tiny Social icons - A bored cube ***Solo en caso de llegar a usarlo*** Pixel Buttons 2 - Rock Buttons - VOiD1 Gaming Isle Journey Free - zedpxl Water Spell Effect 01 - pimen Free Protagonist - Penzilla Magic Weapon Part 2 - BDragon1727 Thunder Spell Effect 01 - pimen Thunder Spell Effect 02 - pimen
Comments
Really nice arcade look, I love the way you display everything, the pixel art is awesome and mechanics feel natural, I rate graphics, control, fun and theme on top but all is great really, also, if you have some time, please, rate my game too, thanks!!!
Its well made but I cant get myself to enjoy any "spin your mouse to attack" type games but the throw your sword and teleport to it mechanic was quite enjoyable. The boss designs and the attack patterns are nice, sound design is also great.
i only managed to beat the avocado ._.
Cool game. I liked that you can beat off projectiles, it was just "wow" when it happened by accident. The bosses are difficult, each requires its own approach. But I would rank them in order of passing from easy to difficult. For me, the avocado was the easiest, and the dog was the hardest.
I also noticed a bug, the damage from the sword is only inflicted when colliders touch, if you rotate the mouse too quickly, the sword can simply pass through the enemy and not cause damage.
Thanks!!! We have an internal argument about what boss is the hardest. Some people believe the dog is the hardest and other people say that the telegraph boss is even harder. It probably depends on your playing style, the dog has way less health but the erratic movement makes it unpredictable, on the other side the telegraph boss tanks a lot and makes you avoid attacks until you see an opening to make damage.
About the bug you mention, we noticed it during development but we kept it so the player has to spin the sword in a controlled way. Like how you would swing a real sword.
Thanks for the feedback and for playing the game!!! :)
I think you broke my wrist😅I had fun playing this but it was really tough! The only boss i managed to beat was the avacado but i died just as i hit the last strike.
The take on the theme was good, although the controls were uncomfortable and a littl hard. The character moved well and the teleporting worked nicely making you feel good when you last minute teleport out of danger.
I thought the boss design was good and varied, each differnt boss felt unique and was interesting to fight andf figure out the mechanics.
The music fit the bosses well and matched the energy of what was going on witth the screen. The soundeffects worked well and i like the little intros for the bosses.
nice work, well done!
This game has a lot of potential! The teleporting sword is really responsive and well-made. But I have to admit that I found it a little harder to hit enemies by moving my mouse. Let's just say it's a bit tiring on the wrist xD Also, I don't know if something represented my life gauge, but I didn't see it and, personally, I missed it.
Anyway, bravo for making this game full of good ideas :D
We acknowledge how tiring is the main mechanic (it sounded incredible on paper). But it was already too late when we realised and it was our take on the theme so we kept it.
The life points of the character are represented by the hat's stripe color. (It goes from green to yellow to red).
Thanks for the feedback and for playing the game!!! :)
This sword is really cool! The art's right up my alley. Good job dude.
El juego te fuerza a intercambiar golpes—porque los cuerpos de los bosses tienen hitboxes que hacen daño al jugador–pero no da el jugador una barra de salud. Sin la barra, no puede decir si una estrategia particular está viable o no. Y los bosses tienen una cantidad masiva de salud.
¡Gracias por jugar! La barra de salud del personaje está en la banda que tiene la chistera, esta cambia de color entre el verde (vida al máximo), amarillo y rojo (vida en estado crítico). Al ser una boss rush, queríamos diseñar un gameplay que tuviera cierta dificultad y que te incitara morir varias veces para poder probar estrategias diferentes.
We follow the philosophy that boss rush games must suppose a challenge (Even more if the game is as short as this). So the player has to earn their victory through learning and repetition.
The bosses health are scaled based on how easy it is to hit them. The more erratic the movement, the less life points it has.
Thanks for the feedback and for playing the game!!! :)
Very cool game! I think like if there was like a delay or something to add weight to the sword it would be very beneficial, like if you had to build momentum to attack or throw, just to add more weight. But its a very good game!
Very interesting concept. I like that all three bosses can be tried independently of each other.
The controls are convenient, but require some getting used to, because it is unclear how far you can throw the sword. But you get used to it quickly.
For some reason the music is very hard to hear in my browser =(
Otherwise, a very cool game and implementation of the theme.
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