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Boss Battle Incoming's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #149 | 3.190 | 3.190 |
Theme/Limitation | #187 | 2.810 | 2.810 |
Music/Sound | #197 | 2.619 | 2.619 |
Overall | #228 | 2.562 | 2.562 |
Technical Implementation | #269 | 2.143 | 2.143 |
Fun/Design | #296 | 2.048 | 2.048 |
Ranked from 21 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)?
You have to wait for your boss to arrive and fight, and you get items and throw them over the edge
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Godot
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Comments
GG!
I feel like more information could be given to the player, like what each object does and maybe some visual feedback when something happens. Overall though the art is great and I wish it had some sounds!
I like the concept, but the feedback from your actions wasn't too clear. Sometimes it looked like I saw the levers doing something, sometimes not. It would be good if a lever was kept in the down position so you know whether an item was on the way better.
Still, overall it looked good!
Bit confusing at first but enjoyable once I figured it out, nice work!
As an idea to fit the theme and restriction, this is really good. I'm working for the dungeon boss, and throwing stuff over the edge. Generally, I really like the concept of defending a castle by chucking stuff off it.
The gameplay needs some tweaking. I think there are two main problems. First, it needs more feedback for my actions. Second, my decisions need to mean something. It doesn't seem to matter what I choose to throw over the side, other than armour, which is always useless because all the minions die before it spawns.
The art is great, if a little mismatched.
Same as everyone else I felt a little confused. I enjoyed the art style but for gameplay i was a little lost. I think having a sense of enemies and allies attacking would have helped a bit.
https://itch.io/jam/vimjam2/rate/1200495
The game looks fun, but I had no idea what I needed to do...
It took me a while to figure it out, but I ended up winning first try. I like your submission! The only two things are: 1. I could just keep using the big dragon and had no incentive to use the other "spells" and 2. The art difference wasn't the best (pixel and vector)
I really love the sound design and it was a more unique take on the theme and imitation.
It took me a while to figure it out, but I ended up winning first try. I like your submission! The only two things are: 1. I could just keep using the big dragon and had no incentive to use the other "spells" and 2. The art difference wasn't the best (pixel and vector)
I really love the sound design and it was a more unique take on the theme and imitation.
I felt totally lost the first minutes, then I realized that I had to:
I'm a bit concerned about the balancing here, I felt the only viable way to play was to spam spawn the big dragons. I feel health bars on those spawned mobs and/or damage counter indicators would have been useful to understand what performs the best.
Also that's maybe something personal but I dislike the mix between "vectorial" art and pixelized mobs, it feels off to me.
good entry, hope you guys had fun and learned some stuff
The game seemed non responsive and the strategy seemed to just be spam dragons
at first i was a little confused about which side was i, but after a bit i understood at full, at the end this is a nice concept and good game!
Art can be a bit mismatched, I really struggled to figure out what I was doing.