Thanks for playing the game!!! :)
Conxuro Studio
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Wow, you defeated all three of the bosses?!?! Congratulations!!
We tried our best to make each boss fight feel different in its own way. There were mainly 3 programmers designing and making the game and each of them one boss fight.
About the themes, they dont seem to make sense at all because in most cases they don't. We draw some of the assets but we mainly worked with free asset packs so it is what it is. Although the dog is the one with the most sense xd. It's based on a galician legend called "Can do Urco".
At the end we didn't want to take the game to serious so it's like a mix of what we liked and a fever dream.
We'll take into consideration the feedback about the gameplay and thanks for playing the game!!! :)
ESP:
El juego está pensado para que resulte un reto, por lo que hay algunos aspectos que están hechos para castigar al jugador. Si tienes el problema de lanzar la espada a un punto en donde no debías la solución es no lanzarla a ese punto.
Ojo, el juego no es perfecto y hay muchas cosas que se podrían mejorar o hacer de otra manera. Igualmente, el daño de contacto de los bosses es bastante reducido en comparación con otros ataques (Depende del boss también).
Respecto a la vida del personaje, la hemos hecho de esa manera por dos razones: La primera es la dificultad añadida de no saber exactamente cuanta vida te queda. Si el personaje tiene el sombrero rojo sabes que mucha vida no te queda, sin embargo no puedes decir si aguantarás un ataque más o puede que dos, generando algo más de tensión al jugador. El segundo motivo es para que no tengas que apartar la vista para saber cuanta vida tienes. Ya que la mayor parte del tiempo vas a estar mirando hacia el personaje para controlar su movimiento o el de la espada.
Se planteó el añadir algún sistema de pociones para recuperar vida pero nos pareció complejo de balancear dado el estado en el que se se encontraba el juego en ese momento. La vida la recuperas después de cada batalla y debería ser suficiente para que cada batalla resulte un reto.
Igualmente gracias por el feedback y por jugar al juego!!! :)
ENG:
The game is designed to be challenging, so there are some aspects that are meant to be punishing to the player. If you face the problem of throwing the sword at locations where you shouldn't, the solution is not to do it.
The game is not perfect and there are many things that could be improved or done differently. Dont worry, the contact damage of bosses is quite low compared to other attacks (Depends on the boss too).
Regarding the character's life, we have done it that way for two reasons: The first is the added difficulty of not knowing exactly how many life points you have left. If the character is in red you know that there is not much HPleft, however you cannot tell if you will tank one or two more hits, this contributes on generating more tension to the player. The second reason is so that you don't have to look away to know how much life you have. Since most of the time you will be looking towards the character to control his movement or the sword swinging.
We considered adding a healing potion system to recover life but it seemed complex to balance given the state of the game at that moment. You regain life after each battle and it should be enough to make each battle challenging.
Thanks for the feedback and for playing the game!!! :)
Thanks!!! We have an internal argument about what boss is the hardest. Some people believe the dog is the hardest and other people say that the telegraph boss is even harder. It probably depends on your playing style, the dog has way less health but the erratic movement makes it unpredictable, on the other side the telegraph boss tanks a lot and makes you avoid attacks until you see an opening to make damage.
About the bug you mention, we noticed it during development but we kept it so the player has to spin the sword in a controlled way. Like how you would swing a real sword.
Thanks for the feedback and for playing the game!!! :)
We acknowledge how tiring is the main mechanic (it sounded incredible on paper). But it was already too late when we realised and it was our take on the theme so we kept it.
The life points of the character are represented by the hat's stripe color. (It goes from green to yellow to red).
Thanks for the feedback and for playing the game!!! :)
¡Gracias por jugar! La barra de salud del personaje está en la banda que tiene la chistera, esta cambia de color entre el verde (vida al máximo), amarillo y rojo (vida en estado crítico). Al ser una boss rush, queríamos diseñar un gameplay que tuviera cierta dificultad y que te incitara morir varias veces para poder probar estrategias diferentes.
I liked the style of the visuals :) . Although I dont think it fits in the boss rush game type but is a good game.
Also there is a couple of bugs I would like to report. When you die when the player is holding dust you cannot pick it up anymore. And i found some strange interactions with the pause of the game: When you die you can still pause the game in the game over screen, in the third level the game starts paused and you have to press Esc to play.
Finally there is an error the layer order in the third level, the dust appears in front of the player.
We follow the philosophy that boss rush games must suppose a challenge (Even more if the game is as short as this). So the player has to earn their victory through learning and repetition.
The bosses health are scaled based on how easy it is to hit them. The more erratic the movement, the less life points it has.
Thanks for the feedback and for playing the game!!! :)