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A very cool visual style—the game makes a great first impression... But daaamn, it’s insanely difficult! 😆 The boss and its attacks often go off-screen, so additional indicators would help. Also, there are too few lives without a way to restore them (or maybe I just didn’t survive long enough to find out). That said, some of the boss’s attack telegraphs are really well done, and the player controls feel great. Considering the time constraints, I love how the boss fight feels both vibrant and well-designed. Excellent work!

Thanks so much for playing and I really appreciate the extensive feedback! Just wondering but were you eventually able to kill the boss? Because as you can see in the comments many people have called the game difficult while some claim its too easy. 

Unfortunately, I couldn't beat the boss. The difficulty progression feels a bit abrupt— the boss closes the distance quickly, while the player's movement and jumps feel slower, leading to unavoidable collisions. The fireball line also appears suddenly from off-screen, making it hard to react.

Suggestions: Start the fight at a slower pace, improve the fireball telegraphing, and gradually increase difficulty as the boss's health decreases. This would help players adapt while still keeping the challenge intact.

P.S. Well, I think this would help))

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Thanks for the suggestion. I think it could be helpful. Also its not clear but you can hit the boss even if he is off screen