Thank You! The jam is almost at the end, so good luck with your game!
Mr.Tui
Creator of
Recent community posts
Maybe I didn't use the right words, but what I meant is that, since the aim was "delayed" in relation to where you are aiming, you just had to do what I described and the game would become easier. And when I said "if the aim increased the difficulty", it's because aiming is generally something that demands skill.
I think menu controls would be a good addition to the game, but only if a tutorial wouldn't interfere with gameplay, because it's much easier to remember the buttons when you use them while playing.
I’ve played many games in the Boss Rush genre, and I can definitely say that your game is very well done and matches this theme. The bosses attacks are very well designed, and the controls are easy to understand. In general, there were two things that impacted my experience. The aim, which, when moving, has a huge margin of error, so during gameplay, I had to aim most of the time not at the boss, but in the opposite direction in which I was moving, and that was enough to hit all the shots. Of course, it made the game easier, but I believe it would be better if the aim increased the difficulty. The second impact was the controls. Even though they were easy to understand, I defeated the first and second bosses, and when I reached the third, I remembered the buttons from the menu and that there was a dash. It would be nice if the controls appeared on the screen when the battle against the first boss began, or if there was a tutorial.
I also have some suggestions that would fit perfectly with the style of the game:
- When you defeat a boss and it appears “stunned” on the ground, I was hoping there would be a cutscene of the boss death, reinforcing the game lore that “The cycle continues… until one warrior remains.”
- This game is very similar to games where you would try to do 100% without taking damage or try to score as many points as possible. A score system or a story during gameplay would be really cool.
- A difficulty system, many players are unable to defeat some of the bosses, and on the other hand, many players have no problem defeating all the bosses without dying once.
It was a big challenge to keep the difficulty balanced, and I was worried about whether players would adapt to the attack mechanics and boss attacks, I'm glad you liked it. As for the idea of putting a buffer when the player heals health, I hadn't really thought of that, thank you very much for the feedback! Thanks also for not gatekeeping the website for doing SFX, that was quite a help.
The UI is absolutely stunning, the controls feel super intuitive, and the boss battles were definitely challenging, but it was still very fun. The part I most enjoyed was the special effects, they really make you feel like you're playing an extremely fast game while still having control of everything.
The game has a beautiful retro style, and I really enjoyed the mechanic of having to do multiple things at once. The music is amazing, and each boss feels unique, almost like they have their own personality.
Also, i don't know if you remember, but thanks for helping me finish my game! (I'm the guy who asked you how to make SFX)
I liked the visuals and the history, and when you get used to the controls the battle turn out to be pretty fun, but i don't see that much the use of the theme, the boss attacks area too frequent and his health is absurd, you can't know what's happening, and the player doesn't die when reaching 0 life.