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A jam submission

Soul AfireView game page

Boss Rush, Innovative
Submitted by pittet — 21 hours, 20 minutes before the deadline
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Soul Afire's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#52831.9843.000
Creativity#54422.0793.143
Overall#57601.8272.762
Enjoyment#61491.4172.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
My game fits the theme by making you play the boss and having to fight the player, like in a boss rush game, but reversed

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

I managed to get the game working just fine, but I encountered some issues in-game, like being unable to access the upgrade area after winning (only after losing, and this only occurred once in my entire play through) and how every attack/jump button keeps doing the same attack. It also seems that spamming the same LMB attack over and over again results in winning every time.  

However, the presentation is very good. I love the little creatures stuck behind the bars in the background, the character designs and the hero drinking a potion during the fight.  All really nice touches, I just think that the core systems in the game need a bit more tweaking and cohesion. This is a cool idea that could easily be taken further!

Developer

Thank you for your comment!

You analyzed the game pretty well. There were some ideas behind making some of these things intentional, like making the boss only do different attacks when it gets at half hp (like a second phase of the fight) but it indeed lack of some explanations, that maybe if it was a little more polished should be just intuitive.

I just notice some of these things right at the end/after finished the game due to lack of gameplay/beta testing. So by making comments like this I can understand better the things I did wrong and maybe improve the game after the Jam ends.

I was unable to play the game  because it was having an issue when i was trying to open . But the idea seems fun would love to play it 

Developer

Thank you for letting me know of this.

So, it seems some people are having trouble with this as well.

I don't know what's happening, but I'll give same tips as to others: 1. Check if the executable has the same name as the .pck file. 2. Try re-downloading and extracting the files again. 3. Maybe the download went wrong and the file is corrupted (although I don't think it happened).

I don't know if it was useful, but good luck anyaways!

I get an error message: "Error: Couldn't load project data at path ".".  Is the .pck file missing?"  The .pck file is in the folder with the executable.

Developer

Thank you for letting me know of this.

I don't know what's happening, but I'll give some tips: 1. Check if the executable has the same name as the .pck file. 2. Try re-downloading and extracting the files again. 3. Maybe the download went wrong and the file is corrupted (although I don't think it happened).

I don't know if it was useful, but good luck anyaways!

Submitted(+1)

The idea is fun but the game lacks replayability. When you finish your first level you won't be motivated to play on. Maybe you could add new levels with new bosses to play to keep the game fresh! You could also add upgrades to bosses to make them even more stronger!

Developer

Thank you for your comment!

I thought the same as you, but I hadn't time to implement a new boss or a new movement/attacks for the player as the game progresses, but I ensure the player gets stronger as you kill them, so it has a little bit of replayability. Also I implemented an upgrade system, but you have to die to the player to get it, so maybe some people might not see it.

(+1)

Idea is okay. The game needs some sort of way to see the controls.

Developer(+1)

Thank you for your comment!

I actually noticed it, but I tried to focus first on polishing the visual and fixing bugs and forgot to put a tutorial/explanation of the controls.