Hi Jess!
Yes, thank you so much! :) I noticed that issue earlier as well, but unfortunately, I didn’t have time to fix it. It bothered me too, so if I have time in the future, I would love to work on it and "heal" it :D
Have a great day!
Hello Dominik! Thank you! :)
Yes, that was intentional. Initially, I wanted to create each one with a special, unique logic element built around the spin theme, but unfortunately, time didn't allow for that. As a result, the progressive difficulty level didn’t materialize either, and I decided to keep it that way. This way, at least on the first level, the player has time to get used to the controls.
Thank you for checking out my game! :)
Thank you so much for the kind and appreciative words. Yes, there are a couple of bosses that aren't easy to defeat, or require special effort, technique, and a bit of luck :D But fortunately, there's not much loss if you get destroyed, since the player respawns instantly and the game continues. Of course, the only "repercussion" is that the boss’s health gets reset when the player dies, because there needs to be something that weighs the player's death. It adds a little challenge. Thanks for trying it out! :)
Thanks so much for the review and for trying out the game! Yeah, optimization took a backseat due to the time limit :P That's probably why there are 1 or 2 bosses that might overwhelm you a few times. But theoretically, you can defeat them by constantly spinning out towards the edges while recharging your health :P
Thank you so much :) for supporting the further development of the project with your constructive feedback and suggestions. I would also have loved to include these before running out of time, and they are definitely planned for the future. It’s great that you mentioned them because they were originally part of my ideas, and I miss them too. Overall, you’ve written some really valuable points, and I appreciate the kind and encouraging words as well. I had a good laugh at the first sentence, but hopefully, you’ll still read this :D :P Have a great day!
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! :)
Hi There FSG! :)
Thank you so much for your detailed review and rating! I'm especially glad that you found it addictive because that was exactly the goal—to capture that feeling for the player. I hope I'll have time to develop it further (considering the better identifiability of the bosses, which I also noticed, but I felt like a little struggle was part of the fun! 😃). Glad you enjoyed it, have a great day!
Hi There! Rated! ;)
This is the funniest and most absurd game I've come across in this JAM so far! On top of that, the graphics are totally on point and executed at a really high level. I honestly think society needs more games like this because it's truly filling a gap! :D
Thank you if you also check and rate my project.
All the best! :)