Boss Swap by Wilko
Run, Dodge and Shoot to defend the grasslands from an ever-evolving boss!

In Boss Swap you play as Mushy the Deathcap who, equipped with his blue spore guns, must stop the boss who transforms every ten seconds! Be careful not to get caught out by the sudden switch in behaviour and use the previous boss' attacks to your advantage!



We would have loved to expand the game by adding in more bosses and more ways that previous bosses attacks can be used against future bosses.
Ratings
| Overall | 268th | 3.828⭐ | 31🧑⚖️ |
| Fun | 70th | 4.103⭐ | 31🧑⚖️ |
| Innovation | 572th | 3.328⭐ | 31🧑⚖️ |
| Theme | 67th | 4.293⭐ | 31🧑⚖️ |
| Graphics | 516th | 3.724⭐ | 31🧑⚖️ |
| Humor | 428th | 3.115⭐ | 28🧑⚖️ |
| Mood | 650th | 3.375⭐ | 30🧑⚖️ |
| Given | 30🗳️ | 33🗨️ |
Nice submission!
On a nitpick note, tutorial was a bit of a nuissance to play every time, and I wish boss fight started after 2-3 seconds, not 10.
I actually started bouncing in my seat I was so excited haha.
That was so much fuuuuuuuuuuun!
I even tried playing on the hardest setting. I did not do well.
Probably because I was too excited about the mushroom reality to remember I had spacebar.
The tutorial was also really good! Simple, efficient, and got the point across. :D
Thank you so much!
I wish this was a full length game with adventuring and solving problems for villagers...
One simple fix would be to make the player's hitbox WAY smaller. It's pretty common for bullet hell games to make the player's hitbox a single pixel, even.
A couple of minor issues with the bosses themselves. I didn't expect the stone head to be able to damage you while it was midair (it can) and lost a pretty good ultrahard run to this. Also, it would be nice if the drill boss telegraphed its attack a bit more, but that's a lot to ask for for a jam game.
But probably the biggest issue for me was that the controls felt a bit sluggish. It would have been nice if the dodge roll was a LOT faster. It's a massive commitment as it is now. Because it's so slow, it's pretty common to dodge into a projectile that wasn't even spawned in yet when you started the dodge. The guns felt a bit slow too. I wonder if the rifle would've felt better as like a machine gun, that still did less damage than a good shotgun shot, but required you to track a bit better and didn't feel slow.
Speaking of the shotgun, I think my favorite aspect of the game was how powerful it was. It's clear you were intending to reward players for staying close to the danger. High-risk, high-reward. Some of these other fixes would have made this more aggressive play-style so much fun.
Overall this is a very impressive boss rush for 72 hours, and a cool take on the theme. Good job!