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BOSSINA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme/Limitation | #141 | 3.019 | 3.375 |
Fun/Design | #191 | 2.795 | 3.125 |
Graphics/Animation | #193 | 2.907 | 3.250 |
Overall | #203 | 2.728 | 3.050 |
Technical Implementation | #220 | 2.460 | 2.750 |
Music/Sound | #223 | 2.460 | 2.750 |
Ranked from 8 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 fight your boss, the chef. The theme is just that if your boss defeate you if you pass the edge, so your last chance id while you are on the edge...
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Unity (C#)
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Comments
nice game! congratulations! keep it up!
Thank you!!
I have a few criticisms. First off, as a member of the Tentacult, I am disappointed that this game does not feature a Boss Ina like the title card claimed.
Alright, let's get serious. The basic concept is solid. A circular bullet hell, where you pick up bullets and throw them at the enemy. Great! And moving the player farther from the boss each time they get hit is a sneaky way to balance the difficulty a bit, since players farther out have more time to react (and more space between bullets). But there are a bunch of little technical flaws that bog down that concept.
First off, picking up the thrown bullets is finnicky. Sometimes going by them quickly makes you skip over the bullet (and there doesn't seem to be a "move slowly" button); sometimes it's just a little too far in one direction or another for you to actually collect; it's almost impossible to distinguish between the two.
It would be easier to tolerate the finnicky bullet pickup if more bullets could be picked up. I especially started to notice this late in my playthrough. I got to the point that the boss was firing six bullets at a time, but hardly any of them could be picked up. I'm not sure if this was a result of all the bullets lying around that I couldn't pick up (some because I was knocked back before I could grab them, some for no particular reason I could discern), or just a broken pickup-spawning system.
Which brings me to a related point: The game feels too slow. The chef's health bar is huge, and many of the few shots you get will be wasted destroying a boss bullet. It looks like the boss eventually brings out more complicated bullet patterns, but it takes a while to get there, and you're just dodging basic patterns until then...
...with overly-sensitive inputs. I couldn't stop myself from zooming around the edge of the ring. Bullet hell games need precise inputs, so that you can precisely weave between bullets. These movement controls are not precise. The high movement speed seems to also cause problems with collision detection, and we're back to picking up bullets.
All of these little problems clump together into a big mass of friction, making the game far more frustrating than the sum of its parts. The odd pickup bug wouldn't be as big a a problem if you could grab plenty of bullets, the dearth of bullets wouldn't be as big a problem if the boss's health wasn't so high, the controls wouldn't be a problem if you didn't have so long for your mistakes to add up, etc.
There's a good game in here, but it needs more polish.
First off all, thank you so much for all the feed back given <3
I also have to make something clear, the name "BOSSINA" came from "BOSS" of the "cocINA" (which translated from spanish means "kitchen"), so it means something like "boss of the kitchen" which fits perfectly as you are fighting against your chef... well, now that this is clear out, lets get serious...
The picking up issue also happen when colliding with the proyectiles at a high speed, so its an issue with the collision detection of the rb, but I couldn't fix it on time, my bad...
...also, the stored proyectiles(that where suposed to be plates :/ ) have a maximum of 5, if there are more than 2 plates layed on the ground, there won't appear more, and so if you have 5 plates rwady ro throw, you won't be able to pick any more from the ground.
Nevertheless i'll try to add what you asked for, as a slower movement(or a way to slow it down) as well as a more balanced health bar (or a higher damage per plate) . ^^
I don't think maximum plates held was my problem—there were some plates right next to where I could move that I never managed to pick up even when I was standing still and had zero plates.
Having a maximum number of plates on the ground, plates that don't despawn, and a mechanic which changes where the player can stand (making some plates inaccessible) was not a good combination of mechanics. If you get knocked back while there's a plate on the ground, you'll never be able to pick that plate up. (And obviously the plates that I guess landed just a bit too close or far for you to collect make that worse, but that part presumably isn't intentional.)
well, I though about it, and if you get knocked back, the plates on the ground variable goes back to 0 :)
How ever, the collision detection problem is a real nightmare, but i'll try to fix it as soon as posible.
Thank you for all the informacion and feedback given, ur awesome :D
Hey, nice game ! It really kept me in the flow state ;) I really found the difficulty to be on point but I think it could be even more engaging if you could get even more projectiles since now you sometimes have to wait several rounds for being able to pick up things, but that's just my opinion lol
Cheers on your entry man !
Thank you for the feedback, I knew about the proyectiles issue, but as I made it random and didn't had time to change it, it had to stay. I'll try to improve it whenever I can tho ^^.
Nice work!
Thanks :)
Simple game but actually fun to move and shoot. I love the ON THE EDGE part haha! Well done.
Thank you so much :D