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You're The Boss's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #684 | 3.615 | 3.615 |
Presentation | #802 | 3.923 | 3.923 |
Overall | #815 | 3.703 | 3.703 |
Creativity | #1512 | 3.569 | 3.569 |
Ranked from 65 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?
You're the boss instead of the hero
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
Nice work! The presentation is great on this - I love the monochrome aesthetic and the little character portraits, and the bullet hell action has some nice crunchiness to it. The spells were a little bit confusing to me - I didn't quite get what the benefit of something like "rotate CCW" was - but eventually a new wave started that made me just explode bullets in every direction and that let me finish the hero off. (Is that a failsafe wave, or did I get lucky?)
I wonder what the hero's Plan B is. :)
The way it works is that you put components together, and when either the timer reaches zero or your health reaches zero, the spell you built becomes your new spell. There isn’t a failsafe wave, you just built a really effective spell! I should probably work a bit on conveying that idea more effectively.
As for Plan B… I imagine she needed some sort of artefact for Plan A, and while she doesn’t strictly need it, saving the day becomes a lot more dangerous without it.
Hey another "You're the Boss" type theme, similar to my game! I'm trying to try all the ones with this theme to compare. Everyone has a different take though.
Really cool that you included a story and dialogue into this. The art style is pretty charming as well. The idea of the game is really cool too, especially the idea of combining spells together into different combos!
The actual game did seem a bit difficult for me, and the first play I was a bit confused on the spell selecting. It wasn't until I tried again that I realized that you have to wait until the next combo batch is ready to roll out, and then it happens. Once I figured that out it made a bit more sense, though the fight still seems hard! I know in the instructions you mention the enemy has a shield, but even when wiping the shield it still seemed the enemy had tons of health. I wonder if maybe as a first enemy it could have been someone really weak so the player can get used to combining spells and such and just a basic flow of combat to start off.
Still though the actual game and look is fantastic for 48 hours! Its seems really polished and everything. Well done and great work on this!!
Really charming dialogue and premise! Trying out different spell combinations is pretty fun, though I think a minute is a bit long to wait to try a new one, especially when you pick an absolutely atrocious combination. But hey, you're the boss.
Great game! Loved the art style which both looked great and gave clarity to the board.
Very cool! Great presentation, and being able to customize your own pattern is awesome!
The game is amazing with how simplistic it is, but also packs an interesting gameplay. I'm looking forward to possibly a continuation of the game, or possibly a story of the two characters.
Right away we were really blown away with the presentation. The dialog was wonderful as well! Great work :D
I am the boss!! Seriously, nice work!
Very good! I like the dialogue and the concept. Great Stuff!
really really cool, maybe little balancing but i had alot of fun with this, great job!
It was pretty fun to play with the powerups. Got to shoot backwards too !
I have been thinking about something like this for a while but never thought seriously on trying it out because of how hard it seemed to make. So I am really happy about seeing an implementation of the Danmaku as boss that is realistic to make.
The patterns aren't particularly well balanced (rotations have made it impossible to hit anything) and I've had a hard time deciding what to choose because the options have little to no explanation (a preview to the right would've been perfect).
The balance of beating the player is also a little broken, you can either accidentally get a horrible combo or beat the player rather quickly because of a good combo (and I kinda don't wanna beat the player when I have a pretty combo).
Something I didn't expect at all was the usage of the Spell-Timer as a countdown when to change your attack without loosing an HP. That is a really nice concept and could probably make for some balancing that could work in a larger release.
I also really like how the game is presented, it's just missing some fancy background elements for the real shmup experience, but otherwise I love the sprites and dialogue. even if they're not much they're great.
The most fun I've had with the game was when I tried out a few combos by just waiting in the corner to farm some points (seemed like the best way to do it) and it allowed for some fun stacking of combi. might revisit the game some other time to let it run in the background for longer so I can make some seriously idiotic combos.
(also for review unimportant crash: the game crashes when you change the window size while the battle is running, the menu resizing works fine though)
Thanks for the detailed feedback! I’m a little unhappy with the balancing myself, but I ran out of time near the end. As you say, rotations make your life kind of difficult. They could be nice if you had more freedom to work on your spells, but I wasn’t able to deliver on that before the deadline :(
I might go back and balance the game a little more after the ratings period is over, as well as add some cut content back in. I’ll definitely keep your comments in mind if I do.
I like the game, the zigzag attack is well done I find, I think it's a bit long to kill the hero (I tried several times) but the gameplay is very fun.
In conclusion, I think it's a good arcade game, good job.
Some of the combinations are definitely unbalanced (I had something like 2 or more radial splits and the game lagged a lot, 3 size up makes the fire rate seconds long) but honestly that just added to the fun. Cool concept, good execution. Well done!!