My skill set was woefully under what was needed for the first level of the game (I think I successfully reflected the minotaur's attack accurately back onto them once, and never survived more than 15 seconds) so I don't think I could give this a fair shake. I realize having different difficulty settings is rough to squeeze in during a game jam, but it would be lovely. I thought the UX was pretty damn good, especially the smooth options menu.
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Call of the Colosseum's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #46 | 3.153 | 3.250 |
Theme | #47 | 3.577 | 3.688 |
Accessibilty | #50 | 2.729 | 2.813 |
Overall | #54 | 2.988 | 3.080 |
Audio | #55 | 2.729 | 2.813 |
Originality | #57 | 3.032 | 3.125 |
Controls | #58 | 2.850 | 2.938 |
Graphics | #66 | 2.850 | 2.938 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.3
Wildcards Used
N/A
Game Description
Bullet hell Deflection
How does your game tie into the theme?
You reflect bullets back at your enemies
Source(s)
no
Discord Username(s)
iceofspade, HolyCatPL, pk_ninja, Atlas, Lisa
Participation Level (GWJ Only)
5
Comments
Tough one! Couldn't beat the Minotaur but believe me, I tried! Movement and attacks feel fluid. Dash is responsive. Even though I heard it countless times, I like the touch of the disappointed crowd when you fail :).
WIth a bit of polish I can see this being a fuill title. Keep up the great work!
Oof this is a challenge, couldn't beat the minotaur after nearly 10 minutes of attempts but had fun trying. The mechanics are solid and loved the variety of attacks for the minotaur. Think it could be made better with some telegraph from the minotaur as to which attack it was about to use found the sudden charge got me more than felt fair.
Have noticed one bug, for some reason I died halfway through the minotaur fight to a normal pink/red bullet even though I had 4 hearts left which was a shame as it was the closest I got to killing the minotaur.
Overall solid game, enjoyed the concept and gameplay a good amount would love to return after an update.
Great Job!
The parry mechanic feels awesome! I did get past the minotaur, but the next boss (chimera) bugged out for me. At some point it transitioned to the "rest" state (according to the text above its head) and never left that state so I had no projectiles to work with. I also started taking damage from a spot on the ground somewhat above and to the left of where the chimera was resting, and I'm wondering if the collision and sprite got desynced or something. I also couldn't beat the minotaur a second time (not because bugs, just skill issue), adding a checkpoint after each boss would be helpful. I also noticed on the minotaur that I was sometimes dying despite having hearts left, and at some point he dealt 4 damage at once, after which my screen gained a permanent red hue. I apologize that my comment devolved into focusing on bugs but I wanted to mention them because I love what you have going here and look forward to seeing it continue to develop!
Wayy too difficult for me - but it was satisfying to finally kill the Minotaur. Feels super fun to deflect all the shots from that spiral move back at him (similar to Hades). Had to give up at the next boss, but enjoyed playing. Nice work! Congrats on the submission
Really intriguing game with some potential, I can't tell if it is just the Minotaur or if there are more bosses, as I got stuck battling him. It is fun to play, but quickly gets frustrating as the Minotaur feels a bit overpowered for the first enemy you encounter. The sound design feels nice and the fits the game well. Its generally fun though maybe a bit too difficult.
Love the concept but I desperately want gamepad controls, I'm so bad with a mouse! The bullet time/catch works super well. I think a few small things like controlling speed and damage would really open this up. Scourgebringer actually gave sliders for nearly everything, like bullet speed and damage. If this had something similar, I could definitely imagine playing on a slower speed then upping it as I got better. Excellent work!
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