Thank you very much. There is a fullscreen button in the options(in menu or pause screen)
Jeff_ghosTY
Creator of
Recent community posts
-The menu and art in general is beautiful.
-The music is really good. The sounds are a bit repetitive and too loud.
-I loved the bosses, their models—each one has unique and varied attacks.
-I felt like the bosses' attacks needed more warning for the player. There were times when I died in just one hit (on normal difficulty).
-The use of Beyblade was incredibly creative. And you can customize it! It fit the theme perfectly.
-I found the game over a bit too long.
-I felt like something was missing to make the attacks more dynamic—maybe a dash, some speed boost, something reminiscent of the toy to make combat more interesting and complex.
Well, the way I interpreted 'spin' was the rotation of the ship relative to the mouse. (Some ships have slower or faster rotation speeds) and some elements of the game, like orbiting planets (which are cards you can collect). Additionally, there are planets that implicitly relate to rotation/spin/orbits.
The idea was to make the player balance the moments of dodging attacks, attacking, and collecting resources. Unfortunately, it may not have worked for you.
The background has no collision because, as I said, it is the background of the scenery. And since it is set in space, I thought it would be strange to have a visible wall, so I designed it the way I did (lines appearing as you approach the edge of the scene). It was an artistic choice, but I understand that it might cause confusion.
"A boss rush is a game where there's one objective — kill as many bosses as possible. There's no finding the bosses, no exploring the whole level, no going through obstacles, none of that, only bosses."
The goal of my game is to kill the Boss to progress in the game. The small planets can be seen as obstacles, but they are part of the Boss.
My game may not be the best fit for the theme, I agree with you, but I believe it meets the requirements to be considered one.
I appreciate you playing and thank you for the feedback. Sorry for the confusion.
Would you be able to show me a picture of the bug? Unfortunately, the HTML version doesn't seem to support the fonts correctly in some cases. That's why I also provided the executable version.
I agree with you. I was afraid of making the boss too strong and making the game too difficult, since the small planets can get in the way, and that ended up causing this.
I'll improve this in a future update ;)
Anyway, thank you so much for playing.
Adorei as mecânicas, história e câmera isométrica. O polimento estava bem agradável.
No geral, senti pouca dificuldade quanto aos inimigos, com exceção dos esqueletos. Ficava á uma distância deles, pressionando J(ataque mais fraco).
Adoraria ver uma maior variedade de feitiços.
Uma situação que passei: entrei no castelo diretamente após velo, matei todos os inimigos (incluindo o boss), quando toquei no obelisco, apareceu uma mensagem dizendo para voltar quando estivesse mais forte (força estava level 3 acho), mas o jogo não me dizia como sair do castelo, então fiquei tentando ir no void dos 3 caminhos que a sala tinha, mas eu só morria.
Achei um pouco frustante eu ter conseguido matar todos aqueles inimigos, apenas para que eu precisasse fazer tudo de novo. Acredito que o ideal seria barrar o jogador ou então fazer com que os inimigos se tornassem invencíveis á leveis inválidos.
Obrigado pelo feedback!
Não queria deixar muito texto no tutorial, por isso poupei algumas palavras. Mas no final é dito que uma onda de inimigos aparecerá e cabe ao jogador derrotá-los, e isso pode ser feito com os conhecimentos ensinados anteriormente no tutorial. Deixarei mais claro.
Não achei problema ao sair do tutorial, por acaso você pressionou backspace para pausar, como descrito no texto? Vou dar uma olhada.