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bokoyoss

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A member registered Jul 07, 2020 · View creator page →

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The artwork and music is awesome- I definitely needed the description to be able to tell what was happening. Definitely recommend putting an in-game description for each of the characters you're adding to the wheel. It is definitely a fun concept though- it was just confusing in this iteration.

It also took me a really long time to figure out I had to double-click to spin the wheel.

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Death of a Dungslinger

Play in browser now!

Made for Boss Rush Jam 2025.

Take on a horde of malicious invertebrate bosses as you roll, ride, and sling whatever refuse you find on the ground to earn retribution for the sins of your past life.


Paint the Town Brown

Death of a Dungslinger uses a splatoon-like approach to ground terrain, letting you paint and gather groundcover as you roll up mud, snow, sand and more. The groundcover is your ammo and means of faster locomotion. Bosses will paint the ground or remove groundcover out from under you. Roll up a bigger ball for massive damage!


Bossa Nova

Featuring an all-original soundtrack by COLOURMODE (available now on Bandcamp!) which gives each boss and level their own unique theme, you'll be tapping your feet as you tap out perfect hits on the bug scum that your mysterious benefactor has ordered to be eliminated.


A Different Retro Era

Taking inspiration from the PS2 era of games, with their hard-to-skip cutscenes and somewhat obscure mechanics, Death of a Dungslinger aims to recapture the look and feel of games you might play at your cousin's house that your parents wouldn't let you buy, like Mister Mosquitto or Tom and Jerry: War of the Whiskers.


Options? In My Browser-Based Jam Game?

Death of a Dungslinger features full native controller support- no need to enable in the menus. However, if you find yourself hankering for some tinkerin', this jam game features a full options menu. In the windows build, crank that puppy all the way up to 4K for some glorious graphics that might make you say, "Am I supposed to be seeing these low rez models in such clarity?"

I really dig the presentation! amazing voice acting! you created an impeccable vibe

I really like the boss attack patterns and visuals! the main mechanic is super interesting too

I really love this presentation. The music and visuals are super well done and create an awesome vibe. Really cool take on the theme!

Great graphics- I was fighting the controls while playing in browser though. I didn't have anyone in my room but it is super cool you made this multiplayer.

This is awesome. The sprites are great and I love the teleport mechanic once I got used to it. You put it to good uses like in that robot fight.

I don't love swinging a sword with the mouse in a browser- but I can see why you did it (and its on theme!). Would probably feel better to me if it was click-to-attack or something.

Anyway- great job!

Love the art style and models. I really like the twin-stick-shooter style with 3d models. However- I found the gameplay a bit frustrating. I didn't feel solidly "in" the world if that makes sense. I think it was due to there being no collision with generators.

Also, the music on the first boss was a bit repetitive for me. I would add a bit more to the loop if possible. It would be nice to have some audio or visual indicator when the rail gun was ready to use- I know the meter is there, but it would be satisfying to have a cue when you could fire.

Overall, this is a solid entry. I'm a big fan of the purrlice.

Thanks for playing! Out of curiosity- do you remember when you were in the game when you hit that slowdown? We were hunting some issues in our web build right down to the submission wire, would be good to know what to fix in a post-jam version!

What kind of device do you have / what version of Android are you running?

Nice to see another 3d car game in here. Looks like we opted for the same control scheme too- I was naturally handbraking with Space because it is not muscle memory for me. This was a good entry, I think the graphics of the level and the car really suited the resolution. And the physics felt great. I did feel a little hitching here and there with the web build. But overall, nice work.

Nice one! Sadly, I got plundered. I had a heck of a time trying to hit those smaller ships. I really like the use of the 3d model for the cannon (I think that is what that was?) and I respect the hell out of you keeping the memory of a cherished minigame alive. Also always nice to see a fellow Godot user around.

One tip- you should communicate to players more clearly that they should reload with R - have a one-time popup or something. I had to check the text on the page to see how to get more cannonballs. Anyway- good job!

I was really impressed by this- the core loop was fun and relaxing, I found myself just idly playing for a while. I really liked the fishing / salvage minigame. It worked great. I was also really impressed when I realized you could walk on the shore- though I tried interacting with some huts to no avail. Overall, great work!

Neat! The graphics are perfect for this jam. With the cutscenes it all feels very cohesive and polished. It kind of reminds me of a movie I saw once... eh, maybe its just my imagination.

Perfect. No notes

This is a fun little strategy loop. I had to restart at one point because I managed to move off screen when the ghost first appeared. I'm not sure how! But once in the game, I found it to be nice and satisfying to plan out my next move. Good use of the resolution too, I think the art works perfectly for 64x64. The shadows behind the sprites really makes it pop. Nice job with the game, I think it is really true to the low-rez spirit. It would have been a great Game Boy game.

Also- I haven't seen a game made with GDevelop before- looking it up, this looks cool!

Really fun capitalism simulator. Took me a bit to get the hang of how to properly exploit the market. I also love how well you used the screen real estate. Not a pixel wasted.

Strangely, I also have a corn-centric game, which is weird because that is not in the themes. We have corn-brain.

Lots of fun! I am no good at Rhythm games but this reminded me how fun they are. My score was "awful" lol. I loved the music and art and especially all the quirky camera pans and reveals. Super creative. Nice work!

Wow- thanks! Assuming you're the same GammaSqueeze that makes GammaOS- you do great work! My RG505 battery seems to last forever once I started using it. I'd be honored if you included Plain Launcher in a build- there are still some kinks I need to work out around certain Android builds not playing nice with certain launch intents- I'm going to have a new build up on Github and itch soon once I'm able to do more testing.

I really liked the different weapons and bosses! Cool game! 

I really liked the core dash mechanic here. The sound effects made dashing feel very good!

I really love the vibe you created with the different path choices at the start. It's definitely a fun gameplay loop and has a lot of potential for a full game.

We’ll take a look at the hitboxes; it’s supposed to just be the butt but maybe it’s not as tight as it needs to be. Thanks for the feedback!

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thank you for the feedback! It’s not a bug! and perhaps it was too subtle but at half health there’s an audio “nuh uh” cue that plays instead of the possum dropping (so the last phase can’t be skipped) but maybe this is confusing and it would be better if it could be skipped… anyways thanks for the great feedback!

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Yeah we are definitely pushing things to the limit on browser! I think the frog boss probably has the most stuttering  on the first play through. Thanks for sticking with it!  

I absolutely adore the vibe and personality of this game. I really enjoyed all of the bosses, and the payoff with Tony at the end was great.  The art style is fantastic. 

Just mirroring what some other folks have said; a lot of the bosses could just be beaten by tanking the damage and slashing repeatedly without much need to dodge/move around a lot. 

I also think I accidentally missed out on any new limbs? I thought they were boss rewards but never quite figured out where to equip them from (either before or after a fight)

Even with that being said, this game is one of my favorites so far.

I really enjoyed the way the art style and gameplay complemented each other. The dash for ammo/health mechanic was fun!

this is so so juicy; the animations are gorgeous

I really appreciate the amount of polish in this game. All the menu interactions are super juicy and the controls feel solid!

I really liked this gameplay loop!!So much so,  I wish it were a tad longer! I think this idea has legs and could definitely be fleshed out into a fully fledged mobile game or something 

I really liked the varied move sets you incorporated for the bosses. I also liked the boss heart/upgrade system

Amazing presentation and amazing boss design, it was a real joy to play!

I really really enjoy the art style and atmosphere. It's a really nice story and world you created here

I really loved the amount of juice and polish you put into the core mechanics. It *feels* good to play. Nice Job!

You are an artist, and your medium is bullet hell patterns! Really cool attacks!

I really liked the premise of the game and the boss designs were pretty neat. I think it would be nice if you didn't have to quite hover over the pad you wanted to throw at/jump to, but if you're mouse position almost acted as the second point in a line (e.g. you were always aiming at *something*, almost as if it were a joystick)

Regardless, great entry, I really enjoyed it.

I really dig the visual design of the bosses. great use of pallet! 

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Thanks for catching this! The perils of uploading at 3 AM... It should be all set now

Lol, I'm seeing that a lot about level 5. I will definitely try to streamline that one, lots of red herrings in it currently.