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You have to solve small puzzle to damage the bosses and this is really cool. Especially the first boss.

Other bosses involve ability o spin around them, that is usually the best way to dodge its bullet or find weakspots, so use of theme is really cool done.


My main issue its that beside first boss, other bosses are all the same, only with more difficult level. There is a lot of them. Maybe creating less bosses, but focuses more love on 2 or 3 of them will results better.

Usually I dont realise when I die. The respawn is soo quick, we spawn almost instant after the death, so it looks more like a teleport. Additionally its difficult to recognize when we receive a damage.


Over all high score from me, so GJ!

(+1)

Yes, just as you said! :) The first boss requires a bit of extra logic, and I originally wanted all of them to fully revolve around the spin theme. Unfortunately, I felt time slipping away, and at one point, I almost gave up out of frustration. But in the end, I pushed through and finished it—though at the cost of making the later bosses follow a more general behavior pattern (both in attacks and movement).  

I originally planned for 25 bosses, then cut it down to 20, then 10, because I realized that within the two weeks I had, I wouldn't be able to fully refine all of them in detail. And as you pointed out, I integrated the spin mechanic in a way that you basically have to keep rotating around them to defeat them. I’m really glad you noticed and highlighted that!  

Oh, and I think you're the only one so far who pointed out how fast the player respawns after dying. That was intentional. I thought a lot about what should happen when the player dies, and in the end, I decided: "BOSS RUSH JAM" - it has to be dynamic. So I made it flow quickly, without causing a frustrating sense of loss or unnecessary interruptions in the gameplay.  

Thanks for playing, and I’m glad you liked it! Have a great day! :)