I really like that idea. I could have a fake loan company, or fake defi app that the player owes money to
xmetasinx
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Thanks for playing! I noticed that bug after uploading but then considered it a feature! I personally consider it like options trading or leverage. Still, there is not negative consequences for debt so that needs fixing regardless.
I'm considering converting this to a webapp, and will add these as the first new feature!
Hi Geegaz! Thanks for playing, I'm glad you enjoyed it! I'm glad the introduction to the bomb boss was straightforward and well explained! We wanted to do something similar with the snake boss but ran out of time. I'm not against patching it.
I've checked the windows mark on the game, and I'll definitely do that from now on (as well as make more versions). I look forward to seeing your pooling implementation in the tech chat.
Hi everyone! The boss rush jam has been a lot of fun, and has been a huge learning experience! Seeing everyone else's game, I thought it would be a good opportunity to learn from each other.
Feel free to post coding/technical tips you learned, or help others out with improvements to their implemented methods!
I'll start with my implementation of melee combat
At first I started with RaycastHit2D implementations, specifically circle casts. They proved to be easy to use, but have problems.
I wanted the sword to hit based on the animation, so there is a wind up, an aoe, and an active timed hitbox. The raycast could be delayed via Invokes, but that did not allow for an active hitbox over time, rather it only had a single frame of casts. So sometimes when it looked like the player should have hit the enemy, it was either too soon or too late.
I looked into fighting game hitboxes and collisions and Frankensteined a solution! First, I created a separate collisions box from the player. I fit the collision to be in the range of the sword swing
Next I set the hitbox to isTrigger, and added a MonoBehaviour script with one OnTriggerEnter2D function
Then I added a reference to the GameObject in the Player class, so that sword object is turned on and off appropriately in the attack function
MoveSwordCol() moves and rotates the sword collider based on default sprite positions, so that the hitbox always fits correctly
Thanks for playing!
I appreciate the feedback. With my regular 1080 monitors would have never thought about different resolutions. That's something I'll definitely look into for the future.
The snake boss isn't intended to go outside. Some of my friends tested the game for me and that seems to happen every so often ( but luckily not all the time) I'm gonna attempt to iron out a few of those bugs!
I'm glad you enjoyed it!
Neat souls-like! I like the theming of mythical Africa. The Boss attack patterns were interesting, especially on the Rhino. The movement feels a bit like ice, but I had fun dodge rolling like crazy. I ran into a few bugs, sometimes the buttons would stop working but the camera worked, or the movement direction was off the camera center. I think it had to do with locking on. Hope that helps!
I came in expecting a boss rush, something along the lines of Furi and Prey 2 (RIP). What I played was so much more, a story about an old veteran, struggling with their vices, and succumbing to old sins. This game is a visceral expression of the human pathos.
Jokes aside I loved it. The cutscenes and casino add so much charm. The boss designs are great, I had fun watching their attack patterns change per phase.
Love the game. The wall jumping controls are unconventional at first, but I found them to be intuitive after getting the hang of it (forcing players to wall jump out of the tutorial was smart). I especially love the reload system being tied to the environment, it creates such interesting scenarios.
EDIT: "Gauntlet Mode not recommended for the weak." I like your style
Love this game! The presentation is stellar and the code is so tightly knit it feels professional. The snake was an amazing boss.
The horizontal movement feels like there's a start-up to the movement, unlike the vertical movement. I wasn't sure if it was a deliberate design but I enjoyed the challenge, made me think ahead!
Hi Misterm,
Thank you for playing! Dodging has a few frames of invincibility, and the snake can be damaged by hitting the body back at the snake. The speed has been adjusted throughout testing, and may be tweaked again depending on more feedback.
A fun strategy is to dribble the balls on a wall until the snake is close enough.
Hope this helps!