It is a nice concept, but I think it would have been better if the boss stage had included the platform elements we see in the tutorial part. Also, some indicators about how much damage we can cause with our current speed could be nice because sometimes our speed is low, and we die instead of damaging the boss. The speed meter could say that our current speed is low for damaging the boss.
Sinan Sonlu
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I got the following error messages if it helps ๐ข
"Out of video memory trying to allocate a rendering resource. Make sure your video card has the minimum required memory, try lowering the resolution and/or closing other applications that are running. Exiting..."
LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 926]
Out of video memory trying to allocate a rendering resource
I liked your game a lot ๐ One thing I think I look for in such boss battles is high-risk weak spots of the enemies; for example, hitting them at a certain time or part could deal more damage. Maybe it is the head of the snake boss, but if you touch it, you receive double damage. It could be a nice future extension ๐
Thank you very much ๐ Originally, I was thinking of having different weapons; I was even considering throwing the weapons as projectiles when out of ammo ๐ Then I got some other work to do, so I had to simplify many of the details. Platforming is also a very nice idea, maybe we have to jump on top of different platforms to shoot higher targets, etc. ๐
Nice music; we used it in our Boss Rush Jam 2025 entry Orbit RunGun ๐๐