Ooo I see about the health thing. I guess it is a bit tricky. As each boss is vulnerable in different ways that means their HP holds a different difficulty value. Like Magic Hat is practically free to hit and Crazy Cat is harder and can hurt you by comparison. So increasing HP to some bosses is way harder and to others meaningless. I'd generally say it's better to focus more on other aspects of difficulty as well and let the bosses be short if you are good. Though if wanting to do HP increases, then I'd say each boss should have their own Base HP & HP Scaling.
Warpstar King
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Pretty good game! I think some of the RNG attacks can be a bit unfair, but most of the other attacks I found being fun difficult. I'd suggest giving some bosses less HP especially when they're a bit harder to hit (like Face) and that there's maybe more of a transition between going from vulnerable to harmful (though I admit, it's probably fine as a way to punish greedy players who aren't looking at the timer like me heh).
But yah, this is one of the way better games of the jam.
Neat flash game. I do like the catapult mechanic a bit. The thought of using tangent angles did really help. But that somewhat took a fair amount of difficulty out even in the harder mode. I made it to levels 10 easy and 8 on hard before I decided to stop. But there's some fun to be had for sure! And plenty of potential.
My favorite parts are when there's lots of collisions, like from the dragon or when a rock combos into things. Thing is that I wish there were more ways to accomplish that and there were rewards for it. Like maybe there's an enemy with a bomb strapped to themselves and explodes like the dragon, though because of their consistent position you'd want to direct hit them first instead of dropping them. Maybe there's a triple shot power up on the field you could go for. Etc. Aside from that some more variety in stage hazards would be good as well. Maybe unbreakable platforms, bumpers to bounce off of, moving platforms, so on.
But otherwise it is fun enough and the mechanics themselves are tight. I'll note that there's a bug with the catapult where if you LMB while the catapult is in motion for a throw, it'll throw from where you clicked. And I find the most annoying thing to be when the catapult changes directions when you try to go for max charge. Those are my only gameplay problems. Otherwise for a boss rush game there's a lack of bosses as others have pointed out. Overall decent game but leaves me wanting to see more out of its potential.
Sorry the game doesn't run well! We are aware of the problem but it was within the last few hours of submission and I couldn't really do much for optimizations at that time. If you can't run it in browser there's a downloadable windows version (though you may not have a windows of course).
As for the volume warning... Well yes it could have been set lower to start. But most games often blast you with sound for no good reason when you start them up and as such kinda kept it in for that reason. ... It's not good reason mind you but I couldn't resist it being a bit funny.
Best Score: 4752
Is cool for a little arcade game. I do like all the enemy patterns and things and the camera rotation is nice. It's almost a bit too easy though and can kind of be ignored if you press it at the right rhythm though I don't entirely think that's bad. Would be cool if there's more playable characters or perhaps lens types with ones with longer range take longer to charge.
It's sort of easy to really hug the boss at times and get in lots of hits for free. The charge attack isn't much an issue. Though there seems to be a beam attack that's nearly the whole screen and usually unavoidable.
Either way, style feels somewhat like Faith which is a fun thing.
Controls, like other people have said, are a bit... messy? My character wouldn't really latch onto the bolt and the rotation seems to be pretty hard to wrangle. I feel like it might be the case that like if it the player is spinning at 400% clockwise, you almost need to spin back 400% just to start spinning counterclockwise, making it pretty hard to change directions. A faster acceleration and faster deceleration would probably help?
The boss patterns are neat and I like the gimmics going on. Though the Hammer one could use drop shadows and less tracking. And the shooting gallery can have some nasty RNG for the baseballs. I think I had to wait 5 cycles before a single baseball appeared but of course sometimes you can get like 3 balls as well just on any given cycle too.
Artstyle is great though, like how you hit the carriage and he falls over. And it's to the point and what fluff is there is pretty funni.
I can see a nice little rhythm game here with cool music. The cutscene at the start is very quaint too. And once I looked up the controls I found them oddly easy to grasp. Using two separate hands helps me separate what button to hit for where. And if I practiced I could probably get good at some of the trickier bits.
I think there's a few things though that could definitely be added and improved but I'll just state this one. Messing up putting things in grayscale is an unfair problem when the player is somewhat relying on color recognition for what orb matches which lane. Instead I'd suggest making the ring turn red for messing up in that lane.
Thanks! The square caps thing couldn't be helped actually. None of those letters are actually capitals. Those are lowercase in the font. Upper case has a bubbled effect in most cases. The font in question. I'll agree though it might not be accessible but it matched presentation too well to ignore. Perhaps an option for font swapping would help.
I beat all the levels.
It's really really good. As someone else said, it's like sokoban and snake with some additional gimmicks. It has a lot of potential. I saw there was mechanics in place for chaining electricity together even and I love the double edged nature of electricity. Plus insulating it and strange wire lengths and stuff. It's very good and I'd love to see more happen with it.
A bit neat. I beat the boss after a bit of trouble.
I think the player's range of movement is too stiff. It's what makes handling the 2nd phase awkward. But it's cool the boss has phases heh. For the first phase I just hugged against the top/bottom of him. For the second I was midscreen and threw sword. For third I circled him at a specific radius that let my sword touch but prevent his shots from hitting. I... didn't really bother with the dash button.
I think there's more that could be done but the mana system is neat and enemies giving you a refill on that is cool. Oh also the music is cool! But it also randomized itself after each game over? But all the tracks seem good.
I think there's big potential for something like this! I do really like the idea of the wheel and how using your weapons works. I could see myself being frustrated (in a good way) a weapon I need is not in the position I want and having to decide if I need to punch now or keep it charged and dodging. There's plenty of potential!
Though as a submission it doesn't have the most meat to its bones. And as a game for a boss rush jam, I didn't really see the boss aspect. Maybe I didn't play it for long enough? If there is, I'll play it some more.
I couldn't figure out how to hurt the boss at the end(?). Kept clicking it to no avail. Still got a score of like 114? 120? Maybe a bit higher.
It is a bit too simple, but I do like the effort put into the gimmicks and stuff for the bosses. Plus I like how there's a visual distraction sort of going on with bosses and the numbers. I think abusing more visual distractions and stuff like that could be where the fun lies. Akin to something like Rhythm Heaven or Rhythm Doctor where on screen distractions make it harder but it's pretty simple to execute.
Fastest Time: 35.68
The style is cool and the animations are neat! Game moves and controls good and the lockon is pretty helpful.
Gameplaywise, I think the main character is really too heavy or the boss is attacking a bit too fast. I'd say its more the heavy part, there's so much commitment to an attack with no way out meanwhile the boss can go from one attack to the next in triple the time.
But the attacks are fun and there's good potential, maybe if the character could dash out of an attack or something. Also I'd heavily suggest putting dash on spacebar instead for keyboard!
Highest score: 40 Batteries
I like the style going on here. And the method of control is kinda funny and makes you work to actually go in the direction you want.
Could use more going on though. Originally thought that I had to bump into the boss with the sword(I assume) to damage it. It would be nice if there was a way to increase the timer and get an even higher score.