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(+1)

Definitely a good point that the BSoD is pretty intense, maybe having it at a key story moment or as a rare option in a range of death screens would be more appropriate?  
I think the attack bug is with  how I coded the hitboxes - the attack spawns a hitbox cube, and the cube's OnTriggerEnter is what's actually dealing the damage.  So trigger another event, you get an extra hit.

I definitely appreciate the feedback on the combat and difficulty!  I'm going to be tuning it after the jam to be a bit more reactive - I'm definitely aiming for more on the difficult side, it's definitely going to take some more tuning, but I want to see how far I can push the boss  patterns while having them still be largely learnable.  I'm excited to see what I can do with it!

(3 edits) (+1)

Perhaps, though I think depends on what this story moment is. Like if it is some humorous moment - sure, why not.

I liked the boss's patterns, there are quite bunch of different attacks. I would add, that some attacks could have a bit better readabilitiy, like for example boss's close burst attack, which almost one shots you, so you would know when you should move away from the boss. Also iirc attack, with the balls rolling in a row, has some balls you can parry,  but it seemed like even if you parry it, side balls will still hit you, because your hitbox is big and you can't stay safely between 2 balls on sides. So like game baits you in the unwinnable situation. But maybe I should've position myself better.

(+1)

Definitely not a positioning failure, that's more one of the points of balance we just didn't have time to finish in the jam.  The burst attack having more of a lead-in is some really helpful feedback, that'd definitely deal a devastating amount of damage if you're not ready for it! I really appreciate the feedback, I'm going to be bringing those points into the next phase of the project for adjustment ^-^