Love the artwork here! As another streamer talked about it reminds me a lot of heartbeast. The general gameplay is pretty cool and I love that the obstacles to avoid are lit up so they are clear. I do wish that the instructions for the high jump were a bit more clear inside the game...I didn't read the itch page before playing and the high jump part isn't listed in the game. I spent a number of deaths just tanking damage from the move that requires the high jump. I also think the early part of the fight just lasts quite a bit too long. By the time you've died once or twice, you've basically got his whole first phase totally memorized and you just kind of wait around. Maybe a check point system here would be good? Anyway, great work!
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Heartbeat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #19 | 3.878 | 3.878 |
Graphics/Animation | #23 | 4.293 | 4.293 |
Overall | #50 | 3.605 | 3.605 |
Technical Implementation | #77 | 3.366 | 3.366 |
Fun/Design | #87 | 3.390 | 3.390 |
Theme/Limitation | #122 | 3.098 | 3.098 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game apply the limitation (and optionally, the theme)?
Boss Fighting
Team Size
What main engine/tool/language did you use to construct the game?
Godot
Comments
Thanks , Yeah I should make tutorial level or something like that for introduce the movement mechanic more clearly to player before jump right in into the boss fight and I should make it shorter whenever you die so make it more easier for player to finish the game.... I mean phase 1 is the longest and kind of annoying to play through it again after you die...
Thanks for playing my game.... Really appreciate it <3
I love this game, it definitely gives off an Undertale vibe to it, and I love that, It definitely has a lot of potential, this game if, if continued, could be amazing, and I'd personally love to play it.
This game is beautiful. I loved the sprite work and animation. The music track and overall sound design is fantastic, and the boss had some interesting and varied attacks. I even like the time you took to set the scene with the opening.
I really struggled with the controls though? Can you attack after jumping? I found myself just playing evasion the entire time because I wanted to see more of what the game had to offer, but the combat itself didn't touch the polish of the rest of the game.
Really solid entry for a solo dev. Great work.
Great art and atmosphere. I especially liked the background music!
A well-designed boss fight with lovely art.
There seemed to be a bug where attacking sometimes locked movement and jumping until I attacked again.
Did the control scheme need to be so complicated? You have three separate buttons for attack, talk, and advance dialogue, none of which I would be doing at the same time. Why not put them all on one button?
I liked the variety of boss attacks, and the interesting way of displaying the players health.
The music was a great fit.
I found the game really hard to control. Maybe it was the control scheme or maybe the button combinations or sequencing were not always being registered like I would try to super jump slash but could not and often fell stuck to the ground like I could not move. Maybe allowing one more scheme of WASD to move SPACE to jump and LMB to attack with holding down D + SPACE for high jump might have helped. Aside from that the game looks really nice and the light, music, and effects are all well done
Very good looking game for sure! I like the mechanics of the boss fight, that's very clever. I wish I was able to attack when jumping tho, but otherwise that's a very nice entry!
Nice Game! Amazing art and music as well. Really worked together in indicating the next thing to dodge. Small side note but I really loved the concept of crouching before being able to do a high jump hihi. Great Job!
One of the most fun games I've played from the jam yet! Great art style too. Only two real issues. The spike attack that covers the whole floor seems way harder to dodge than anything else. Even when I would jump to avoid them, I would fall back on them before they retracted. Also, sometimes after a boss phase the game would stop reading my movement inputs and I would get stuck.
I like how it looks and sounds, but I personally don't like having to wait to get a hit in. It makes redoing the boss fight take longer when it really doesn't need to.
Very well designed boss fight. The controls felt a bit stiff at times, and I felt you should be able to attack in the air, but I genuinely had a fun time playing it.
It remind me a game from Vimlark about a player catching characters to make a word mixed with Hollow Night.
The gameplay is great, at times brutal but fun. Nicely executed.
The art style is amazing, but the controls are dragging it all down. The movement feels unresponsive, and doesn't do what I want it to do. Also, the fact that you can't attack while in the air really hamper the options you have. All you do is wait until the boss comes down to attack him once, and he flies back up again. Also, the fact that both the entire-floor-becomes-spike attack and the horizontal high laser have the same signal is quite unfair to the player.
But non the less, it is impressive work from a single person, and I hope you are happy with what you achieved.
Congrats on the game! Really cool. Reminded a lot of hollow knight, which I love.
Really nice graphics, I love the color pallet and shading style. Kind of reminds me of heartbeast's art style. Great job, very fun!
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