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Boss Rush's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #81 | 2.085 | 2.385 |
Audio | #82 | 1.682 | 1.923 |
Controls | #83 | 2.153 | 2.462 |
Graphics | #86 | 2.085 | 2.385 |
Fun | #89 | 1.951 | 2.231 |
Overall | #91 | 1.989 | 2.275 |
Originality | #93 | 2.220 | 2.538 |
Theme | #94 | 1.749 | 2.000 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2.2
Wildcards Used
N/A
Game Description
Kill the bosses!
How does your game tie into the theme?
The player is reflected across multiple axis
Source(s)
N/A
Discord Username(s)
mooseter07
Participation Level (GWJ Only)
8
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Comments
A shame there wasn't time to polish out menus and some of the player feedback. You really feel the lack of effects, sounds, and UX refinements when the core is so simple and streamlined. But in general symmetry dodging an angry red shape and pumping it full of little rectangles is a strong base.
The UI elements could use some work; I think I was able to figure out what button was supposed to do what, but using the default buttons in Godot with text would at least make it clear what the buttons are meant to do. I also think some audio/visual feedback when you hit the boss would be nice., I generally had no clue when I was close to killing the bosses. The implementation of the theme is reasonable but I agree with some others in the comments that the attacks could use some more telegraphing, especially when it's easy to lose track of the multiple copies of the player. The dash felt nice to use though and the controls were decent (not sure why WASD didn't work for the other commenter, it worked fine for me)
Cool game but i didn't understand how it is related to this jam's theme. Maybe you could make the reflection on multipel axis more clear and visible.
Also it is a but of a struggle to understand when the boss will strike. You should add some visual feeback to let the player prepare to dodge.
Nice work! Felt familiar after making mine lol. Congrats on the submission!
Okay, bit of a struggle getting through the "menu" (is it really supposed to be three identical light textures, or is that just firefox?). I think each button in the main menu leads to a different fight? Some of the attacks getting thrown around felt a bit unfair (the big white box just seems to hit instantly,for example), but most of them did have a spot where all player copies would be safe, so that's good. And honestly, I kind of really like the abstract presentation? Something about glowing squares is timeless, I guess...
interesting concept but it's hard to tell what's going on with lack of visual feedback, also I think it would cool if of each of the reflection were also shooting.
I'm not quite sure which option was what considering the lack of text and visual difference. The controls would be a lot smoother for me if there was an option to use WASD instead of the arrow keys. If the bugs were fixed and the game were a bit more polished, I can see how it could become a decently fun game, just maybe not for this jam's theme. ^^;
I didn't really understand how the player is reflected across multiple axes.... also sometimes the character will get stuck out of nowhere and the bullets are impossible to evade