Really cool, I loved all the different styles, all we need now is an N64 style phase! aha!
In all seriousness this was a really good showing, the spritework on the final phase is legendary.
Edit: One last thing I forgot to mention, I'd love a bit more warning on the attacks!
Play game
Full Retro Panic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Would you come back to this game again and again | #14 | 3.190 | 3.190 |
How fun was the game | #15 | 3.619 | 3.619 |
Should this entry qualify for the next round? | #15 | 3.857 | 3.857 |
Overall | #17 | 3.467 | 3.467 |
Was the game well balanced | #20 | 3.048 | 3.048 |
Was the game free from bugs | #20 | 3.619 | 3.619 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine Used?
Godot
Do you want to be considered for the wildcard if you miss the cut?
Yes
Comments
Thanks for sticking around for the stream! You could have put your game name in chat and I would have jumped to it, but appreciate you watching. I think you got all my feedback, but just wanted to reiterate how cool this entry was and how things could progress and regress depending on health. Such a great concept and well executed! Great work.
Really cool art style, and framing the boss fight around the changing art! As others have said though, definitely some bugs and balance issues, the big one being getting trapped in the ceiling from being caught above the fist when it's rising up. Those can be fixed through playtesting and future updates though, overall it was a fun experience, well done!
Love the art style! This was pretty fun, but there were a few glitches, like that car and the wall thing. I'm not sure if this was just a me thing, but I couldn't really tell if that bar thing was meant to be the player health or the boss health, and I couldn't tell, from reading the other feedback I think that was just a me thing LMAO. Loved playing this, it was super fun!
I absolutely adore the art! AMAZING WORK! especially how you manage to implement the colour changes to be meaningful to the gameplay mechanics. Congratulations also on having such a forgiving health system. Mr Skelly bones is by far my favourite, but I also appreciate the whole skeleton theme. I had so much fun with this one during stream: https://www.youtube.com/watch?v=cSUIomK5BB0
54:37
Congratulations!
Thank you for playing and playing it on stream. I wish I could have watched but it was too early for me. Unfortunately I learned since I uploaded it that one of the functions I used for doesn't handle delta inside it, and the other one that I usaully use does, so some of the boss phases move slower or faster based on the computer playing it. It's fixed in an update for after the jam though. I love skulls and bones, so I'll probable find some way to incorporate them into my games.
Overall, love the direction this is going. As people have mentioned (and you are already aware of), there were a few small balance issues. I, too, had issues getting stuck between the walls and the car (and once, B4's hands). And last 2 bosses felt a little unbalanced for a game jam. If we had the whole game to get used to the hitbox, might be a little different. But like I said, overall this is really well done. Tying the visuals to health and progression was cool and it was a great amount of polish. NIce job.
Jesus this was awesome! the way the style of the art indicted the health of both the player and the boss was not only super well drawn but also really creative and well implemented! Plus the gameplay was challenging but fun. at the last 2 phases the difficulty was a bit too hard and it took me while to complete
Thank you for playing! Yeah it's hard for me to gauge the difficulty since I made it and didn't have time to get feedback from people before submitting. There's a lot of good feedback from everyone on here, I've already fixed it up some ready for when the voting period is over, so if you're interested wait for that update and that should make things more fair.
The art is really good. Like, really good. I think the concept is also pretty intriguing. However, some of the bosses feel unfair. I think adding checkpoints between them could help a lot, so you could learn their attacks better. The first boss was pretty good. The skull car has an awesome design. However, you can get stuck between the wall and the car and basically just lose instantly, and it also doesn't have much telegraphing on it's attacks. The third phase was also pretty good, although the lasers made some hits impossible to avoid. However, on the 4th phase, I'm not quite sure how to dodge the hands, since the skull also hurts you, and there don't seem to be any spaces that you can fit through. Also, the player sometimes disappears for a bit when they take damage, which made it a bit confusing on where you are and caused me to lose a lot. While I personally found it too hard, I think if you decide to expand on this in a feature round, and fix up some of the issues, it could definitely be a really solid entry.
Great feedback. Sorry about all that and thank you for playing. It was much harder, so I toned it down a lot, and was worried it would be too easy, but I built it and played through a lot so it's hard to gauge.. I think the player disappearing is definitely not working as intended on some people's machines, I see the problem in how it done and can fix that pretty easily. The tank pinching, you should be able to jump out of it (see video). The third phase it's easy once you see the laser pattern. And for the hands, dodge the pounds and jump up between the head and fist on either side during the sweeps, I left the hits pretty low on that phases since I thought it would be boring to go through too many of the same basic pattern. Here's a video fighting through the whole thing (it shows how to jump out from the tank pinching and beating the third phase without taking any damage):
Excellent and unique concept of linking the evolution of graphics to health and progress. There are honestly quite a few game design choices that I disagree with here, but I can definitely appreciate the effort that has gone into implementing such a concept with so much content. Looking forward to your next game!
Nice art direction and idea! It was annoying if i got stuck between the wall and a fist or the vehicle as it would be constant ticking down of health until i died, and the collision with the head causing damage was a little frustrating as there was not a lot of room in the box, but those are minor things because the game and concept are super duper good! great job!
Sorry about all that. For the tank, you should be able to jump out of there since you have half a second of invincibility after you get control back, at least it worked when I was testing it. And the fists are supposed to kick you out but I couldn't get that working 100% in time. Too much time on GFX and learning Godot that I didn't have enough time to get everything working as well as I wanted. Thanks for playing.
The way the art improves and the different attacks of the bosses are awesome
I don't know how you came up with this idea and how you managed to get all of this ready for the jam. But It's clear that a lot of effort and love came with this and that is something that should be praised a lot. I know it might be a lot to ask, but seeing a full game with this concept would be amazing, just saying... Keep it up and congratulations!
My top two ideas this round were this one, where you play through the final boss fight of a game series, and putting a fussy baby to sleep. I'm still thinking about making the baby one. Thank you so much and thank you for playing. I have ideas about a full version of the game, and I'd like to spend more time and care on the artwork, music, and sounds.
Just beat it after 4-5 tries! Really great job with all the different artwork! That must have taken a lot of time! All the bosses felt fair and balanced, and the health regen played a big role in that. I had a few instances where I felt the hit boxes of the player or the bosses could have been a tad big smaller, and a bug where I got stuck in the ceiling after jumping on the fists of the skull bosses first phase. Other than that, great work!
Having the player and boss upgrade/downgrade the art quality was a really cool idea! It was a tough fight but in a way that has me wanting to come back to fight it again!
Great design and execution! The more you die, the more you learn about the boss. I'm currently in the third phase and hoping to finish it within the voting period lol!
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