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(+1)

I have just tried the three current versions!

Semi-on-the-fly remarks:
  1. (base version) Controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard).
  2. I understand you were too short on time for sounds.
  3. Nice particle effects!
  4. Space does not seem to work! :o No jump!
    I finally realize that W does work to jump (not tried it before, as this is the most uneasy key for me on my AZERTY, ironically XD). Maybe the controls changed between versions, and the game page refers to a latter one?
  5. I like all the details: how the rifle rotates, the rotation of the big pointy bars, the small movements of the boss…
  6. The giant bars are super fast! I wonder if slowing them would make the game too easy.
  7. Are the cubes invincible?? If yes, that makes everything super hard.
  8. (easier version) Ah, the Up key does not make you jump; it would be a good idea!
  9. Beat it on my first try! The boss’s health bar is not right at zero once defeated; is it expected?
  10. (harder version) Still not Space to jump, so I think there is definitely an error on the game page.
  11. Found a cheaty way to fight: double jump by the side (right-hand in my case), and ‘glue’ yourself to the boss (by moving towards him continuously).
  12. Possible bug: a baddy is walking oriented upwards; not sure whether this is normal.
  13. Ah, you can defeat the small cubes, so I guess you could in the first version too.

Conclusion: the fight is very lively, you made many various events in it; sounds would make it even livelier. :) I also notice the great attention to detail (which may have cost you time; I know this happened to me in Mini Jam 109 XD). As for the limitation-oriented concept, I think it looks nice; too bad you did not have enough time (and so, I wonder whether we should judge the intention or merely the actual current result…). I wonder if there is a screenplay explanation and if so, if it involves time travel. ;)

By the way, I have a pending submission, so I take the liberty of mentioning it, in case you want to pre-test it. Actually, I found your game through the late submission thread. :)
(+1)

thank you for the feedback! 

BUG REPLIES:

I got to fix the description because it does say "space to jump" but it doesn't, my mistake.

 I had a composer but he could finish it in time. sorry that you had a different keyboard layout. 

The arms/bars are pretty fast, I guess it would be easier to slow them down. 

No the cubes are NOT suppose to be invincible? 

The boss health doesn't go all the way down but its still means he's dead if its all the way down there

I guess I could of made it that the boss damage you if you touch it so you can glue yourself to it :)

The bad guys can fall on its side and slide towards you and its a bug. 



ya I spend to much time on art, didn't have a completed idea on what I wanted until after the jam.


I wanted the game to be dream game where even time you sleep you enter your dream/nightmare and you have to go to the boss and defeat it, but you lose because your weapon isn't strong enough. So every time you go to your dream you get better weapon but the path to the boss gets longer and harder. Then one point you finally have a gun strong enough to kill it in one shot. 

That's what I wanted the game to be but the boss took forever to make :)

so thank you very much for your feedback! I will try your game ;)

(2 edits) (+1)

I did not expect the dream explanation! Sweet; are those nested dreams or just successive ones? :) Incidentally, I have a very big/ambitious project (called Terminal, but I have nothing to show yet, except for a ginormous list of ideas) where there would precisely be nested dreams, so you make me think of it.
I like the story and twist; definitely make it! :)

PS: only now do I realize that the game’s title was quite a giveaway. XD