Ultimate Boss Battle of Doom by Gurbx

[raw]
made by Gurbx for LD 42 (COMPO)

banner.jpg

How to play

Defeat the big bad guy and his minions by jumping on bombs and stuff.

  • Move with W, A, S, D
  • SPACE to Jump

Hint: Jump on the bombs, not the enemies :)

screenshot1_800 v2.jpg

Tools Used

  • Godot Game Engine
  • Photoshop & Aseprite
  • Bfxr & Audacity

Development Timelapse:

The timelapse starts about six hours into development because I managed to lose some of the early footage :(

NOTE: The HTML version does not work properly in Chrome. Firefox recommended!

Ratings

Overall 329th 3.435⭐ 33🧑‍⚖️
Fun 300th 3.355⭐ 33🧑‍⚖️
Innovation 186th 3.516⭐ 33🧑‍⚖️
Theme 98th 4.097⭐ 33🧑‍⚖️
Graphics 22th 4.234⭐ 34🧑‍⚖️
Audio 333th 2.935⭐ 33🧑‍⚖️
Humor 94th 3.333⭐ 32🧑‍⚖️
Mood 305th 3.052⭐ 31🧑‍⚖️
Given 32🗳️ 22🗨️

Feedback

Pixels Everywhere
13. Aug 2018 · 18:25 UTC
What a unique idea for the theme lol. Neat game!
wasd
13. Aug 2018 · 18:25 UTC
The graphics are amazing. I think the gameplay lacks a bit. I dont know i think the fighting mechanic was kinda repetetiv. It fits the theme quite well!

Overall good job!
EatThePath
13. Aug 2018 · 18:27 UTC
Years of gaming history trained me to try to mario-stomp on the bad guys initially, which didn't work out well. I figured out the actual mechanic eventually, but it took a few tries. Hard but fun, and good graphics, the title image alone made me laugh.
bovandenberg
13. Aug 2018 · 18:28 UTC
i realy like the tyle the gameplay the concept and the movement
the only down side is that there is'nt a score or somting simalar
but still. keep up the good work.
GettingRekt
13. Aug 2018 · 18:31 UTC
Really good graphics, animations, units and UI. Enjoyed the ramping difficulty as well. Good job!
Neu_Eric
13. Aug 2018 · 18:38 UTC
The falling down is to frustrating, I think.
But pretty nice game, anyway :)
Iluvatar
13. Aug 2018 · 18:38 UTC
First of all the graphics are phenomenal. It's obvious that you/your team has a great artist talent. The gameplay wasn't bad, but it wasn't thrilling either. But since you've submitted compo, it's actually great. It would also be cool if you had a music in the background, but again - compo, rules are way harder. For that I think this is a very solid entry. P.S.: I didn't understand the part about the boss. Are you the boss?
the-tophat-demon
13. Aug 2018 · 18:57 UTC
Something about the character's collisions confused me quite a bit. I often find myself getting killed by something without it being apparent how or where. I think the fact that he's on a pogo stick makes me think subconsciously that my character can jump over those gaps in the floor, but that kills me. Still, I enjoyed the concept. The graphics are nice, and the gameplay isn't bad either. Muscular men on pogo sticks are always welcome. Also, you're about one word off from copying the title of my Ludum Dare 31 entry :p
wildcard
13. Aug 2018 · 19:01 UTC
That last phase was insane! The polish is very well done, the design fits the theme and the sounds provide good feedback. The graphics are also of a very high quality.

One nitpick is that while the screen shake and all forms of feedback feel satisfying, I thought at first that jumping on the slimes would kill them, that was not the case (unless I got it wrong?). I would say that the feedback when jumping should perhaps appear only when you jump on the interactable objects (good objects to jump on?) and be "smaller" otherwise. That is only my opinion though.

There was also a small bug where the character appears over the floor tiles while falling to his death, but that doesn't affect my opinion of the game.

Very well done!
OmnipotentIndie
13. Aug 2018 · 20:23 UTC
Looks good, and the systems are well implemented. The graphics are very detailed and impressive.
mrerdalural
14. Aug 2018 · 12:49 UTC
This game fits the theme so well. I had fun playing it! Thank you for making this game!
a333
14. Aug 2018 · 20:52 UTC
Half-naked bodybuilder on a pogo stick pushing bombs around to fight an ultimate boss? count me in.

I've seen a lot of LD weirdness, but your games always stand out with their balance of originality and polish. Great job! And your graphic skills became better, too.
Nothing major to say in terms of criticism, but if I'd need pick a thing that needs to be changed, it would be to prevent enemies from spawning under you in the final phase - it's hard enough as it is =)
icxon
15. Aug 2018 · 03:04 UTC
Final stage was quite intense and fun to play. I can understand why there is no y-sorting when falling, had the same exact problem with tiles. Here is my playthrough:

https://youtu.be/C-BaexfbK70
Grewoss
15. Aug 2018 · 09:53 UTC
Amazing graphics and the mechanics are very well done, great game!
Darkrabbitgames
15. Aug 2018 · 10:21 UTC
Good job! What a fascinating concept. I agree with some previous comments that the collision could use some tightening up, especially for the falling part. Really awesome graphics too!
gord10ahmet
15. Aug 2018 · 10:37 UTC
Great game for 48 hours, I especially liked the graphics.
SimplePotential
15. Aug 2018 · 22:17 UTC
Great game! Simple but creative. Mechanically it took some getting use to. Graphics were great. I did several playthroughs and sometimes it seemed like enemies just stopped spawning completely and I had to restart. Can't replicate that every time I play though.

Nice job!
nicksmaddog
15. Aug 2018 · 23:28 UTC
Great game, really enjoyed it. And it's always nice to see another game written with Godot!
Nam Nguyen
16. Aug 2018 · 04:55 UTC
The game has your own twist in the ordinary tile falling games, and the jump animation is sooooo juicy though. The control feels responsive so I didnt die as many as in other free movement tile falling games. I dig the art a lot, such a cohesive and cool art style. A very solid entry, good job!
loonydrope
16. Aug 2018 · 19:08 UTC
I really liked the jumping on bombs mechanics, it works quite well to aim at you enemy target once you understand it is possible.

And the character made me laugh jumping like that.

I like the different particle effects you use for the different actions in game, this is something I don't know how to do as I'd like, and I think you did great.

Good job!
dk5000p
17. Aug 2018 · 00:59 UTC
Initially I did not get that you should jump on the blue ball to attack the boss. The gameplay was interesting. There seemed to be graphical glitches the whole time I was playing, which was weird. Overall it was a game that fit the theme well and had mechanics that were different.
mrjoshuamclean
18. Aug 2018 · 16:59 UTC
Love the concept. As you said while I was streaming, it would be great to see the boss to clarify what's going on, and maybe some reworking on the character's collision box to make it a little more forgiving. But otherwise, the art, audio, and gameplay were great! Here's a video of my play: https://www.twitch.tv/videos/297354734
🎤 Gurbx
19. Aug 2018 · 13:33 UTC
@pixels-everywhere @wasd @gettingrekt @omnipotentindie @mrerdalural @grewoss @gord10ahmet
@nam-nguyen @loonydrope Thank you so much for playing and leaving feedback!

@eatthepath Thank you! Yea, the instructions could probably be clearer.

@bovandenberg Thank you! A good suggestion. I guess I could have added some points for killing the slimes or something. At the same time, I’m not sure if it wouldn’t really matter as the main objective is to defeat the boss anyway. Do you have any suggestion in how the score could be added?

@neu-eric Thanks! Yea the feedback you get when falling down is kind of terrible and should have been better.

@iluvatar Thank you! I might have spent a bit too long on the graphics for this one which lead to some other areas lacking. I struggle a lot with music and sound in general but is going to work on those skills for the next one.

About the boss being yourself. Yea that sounds good. Let’s say that the boss symbolizes your internal struggles with self-doubt and stuff, and that’s why you can’t see him… or something. No, actually the plan was to add a boss dude sitting on a throne at the front (you can see me starting to work on it in the timelapse), but I ran out of time. So now you are just fighting the sealing I guess.

@the-tophat-demon Thank you for the feedback! Yea, the basic walk animation making it look like you are jumping is probably the main issue. Because of this it also makes it harder to see where you are actually standing. The feedback when you fall down should probably also be a bit better.

Haha, that’s awesome! I’d love to check it out! Do you have a link to that entry?

@wildcard Thank you for the feedback! I had some problems with sorting the tiles properly for rendering when falling, so I just decided to basically ignore it and just have him fall above the tiles, which obviously didn’t turn out so great. Because it kind of doesn’t look like you fall it sometimes gets easy to get confused as to how you died. I should have put more effort in making it clearer.

The landing effect should probably be tweaked. Do you think it’s too distracting the way it is now? It’s now about the size of the area that you can trigger bombs in, so my logic here was to basically show how close you have to be to trigger the bombs. Would just making it less intense maybe solve the problem?

About the jumping on slimes thing. imagine this: You are out jumping around late at night on your brand new pogo stick when suddenly a drooling face eating slime of death appears. Now, would your first reaction be to jump on it’s face? No, of course not, that would be stupid. Your pogo stick would get stuck in the slime and you would fall off and get your face eaten off. I was basically going for realism here :)

@a333 @icxon Thank you so much! I love what you and Volcanic giraffe are doing!

@a333 Thank you, it means a lot! Good point about the enemy spawning! But what kind of boss battle is it if there isn’t some really unfair RNG ;) No it really shouldn’t happen, and I just completely missed this. Really annoying as it would have been such a quick thing to fix as well.

@icxon Awesome playtest! Got a lot of good feedback from watching it! Thank you!

@simplepotential That sounds really weird. In which face did this happen? The enemies stop spawning during the first two faces after the blue ball appears but after you jump on it and damages the boss, it should resume.

@dk5000p Thanks! Yea it should be clearer. Hopefully most people will get curious and jump on it eventually and realizes what it does. What kind of graphical glitches did you encounter? The web version is buggy on most web browsers because of an issue with Godots particle effects. Was it a particle related or something else entirely?

@mrjoshuamclean Thank you so much for playing it! It was super fun to watch, and you gave some really good feedback!
dk5000p
19. Aug 2018 · 15:46 UTC
@gurbx Mainly was just tiles blinking.
the-tophat-demon
21. Aug 2018 · 02:38 UTC
@gurbx No problem, I do indeed have a link to that entry: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=9926