God damn this is fun. The hammer feels very heavy and nice to use!
The more bullets are on the map it also feels like a disatvantage to the enemy!
Super nice and well executed mechanic.
Good job!
| Criteria | Rank | Score* | Raw Score |
| USE OF THEME | #26 | 4.027 | 4.027 |
| BOSS DESIGN | #37 | 3.647 | 3.647 |
| Overall | #42 | 3.610 | 3.610 |
| SOUNDS / MUSIC | #54 | 3.593 | 3.593 |
| FUN | #86 | 3.527 | 3.527 |
| ART / VISUALS | #103 | 3.840 | 3.840 |
| CONTROLS | #197 | 3.027 | 3.027 |
Ranked from 150 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game's Take on the Theme
Main Mechanic + Other subtle elements such as Attack Patterns and Animations
Did your team make the majority of the art and music during the jam?
Yes
God damn this is fun. The hammer feels very heavy and nice to use!
The more bullets are on the map it also feels like a disatvantage to the enemy!
Super nice and well executed mechanic.
Good job!
(The web version wasn't working for me for some reason btw) Played this one before the jam, decided to try again with the new update. The mechanics are nice, great utilization of the theme, and deflecting enemy bullets is pretty useful in more bullet-hell-ish bosses lol. Nice work!
Super solid entry! I am really satisfied by playing your game in every aspect! It is beautiful and the gameplay is fun. Sometimes I would just lose sight of my cursor, but thats skill issue. This is the best one I played so far, congratulations!!!!
Cool game. I liked the roguelike elements. The bosses are difficult and interesting, it took several attempts to get through. It’s good that it doesn’t roll back the game from the very beginning, as usual in roguelikes. I liked the spin mechanic, each weapon has its own speed.
Honestly we struggled around the decision of adding checkpoints but It seems like that paid off. Thanks for playing our game and I'm happy you enjoyed it.
(P.S, Just as a curiosity, what weapon is your favorite? I'm trying to collect some data so I can establish a list of fan favorite weapons. hammer is the best, no questions about it)
your game is cool i like it and is is easy to play but my game is harder no one can beat it can you try it and rate it please link ame =/jam/boss-rush-jam-2025/rate/3292181
The DL version is great with mouse, but the browser version is VERY great on a tablet. First game that isn't OSU that goes this well on a tablet, I'd say. I imagine you didn't design it with that in mind, but perhaps that is a niche you could try to pursue if you were to take the project further.
The gameplay and boss design have an idiosyncrasy that I'd like to know your philosophy behind, though. 1)Spin the mouse around to attack 2) while spending stamina to continue spinning 3) against a moving boss. 1 can't be removed, but I think without 2 or 3 the experience would be more fun. Having limited stamina against bosses that move this much on an attack system that gets a while to get going gives a feeling me a feeling of being on a leash. The damage output isn't that absurd to need a limiter, and the boss isn't that static to get them on an infinite that melts their HP instantly. I'd even argue the real stamina bar is out-universe, in that it's how long the player can spin the mouse (perhaps an interesting approach to engage with this would be that the longer you spin, more mouse spinning is necessary to perform a spin in-game, so the player themselves can feel theyre out of stamina as they spin, rather than the game telling you so after a while. the different weapons then would have different timers or growth rates to when they start becoming harder to spin?). Or, if stamina is really necessary, bosses could have stronger attacks to keep the player dodging, but move less, to not have your mind split between survival, pursuing and mouse spinning.
Lastly, and this is less professional and more personal, the worm boss shouldn't come so soon, this battle isn't very interesting or as fun as the others, and you're so little upgraded for it too... (And to not leave it as a plain complaint, a concept: the worm coils around the stage and attacks by constricting; some of its segments are walkable/rollable and you have to escape through them while attacking to survive the battle.)
Overall, fun game with a lot of room to become a full game
very much appreciate the detailed feedback! its more than most would give. We implemented the stamina system as a limiter to being able to automatically spin the weapon, before it took no stamina and more or less just negated basic spinning since you could do it infinitely, so we took the approach of adding stamina to it. I wanted it to be a balancing act of being on the offense/defense a bit, in the sense you cant permanently deflect bullets while spinning super fast. I also thought about removing the auto spinning altogether but i didnt think that would feel very fun to do for extended periods of time.
I see, sounds like either way there was something to be lost and you made a choice you had to.
Maybe then you could have best of both worlds by adding a random drop that can spawn randomly rarely, a bespoke Mario star, that gives you infinite stamina for a while, just to let those mouse-spinning juices flow freely. No need to rebalance everything, while still giving the player that golden chance to go wild.
This is such a fun implementation of the spin theme! Had a lot of fun trying out the weapons, right after I tried to click the extra powers for a full minute before realizing that I need to click specifically on the "Select" haha!
That's a good game with a good mechanic implementation and it's fun to play but a fine tuning may carry this game further.
While this game isn't my cup of tea, it's definitely fun to play. The spinning controls were a bit funky at first, but I like how unique it is- I've not played another game like it! The art style is gorgeous and I love how it looks. The animations were very fluid and smooth, as well! I liked the first boss design the most, but the third boss was very difficult and that's where I'm at still. I understand if it's not wanted for the difficulty of it, but I would appreciate the option of health pickups if there were any other updates to this. I hope to see more games from y'all!
The game was fun! The designs were interesting. The clunky weapon controls were a bit difficult as they weren't super responsive, but that added challenge made it unique
The clunkiness of the weapon was due to us building the control system around momentum. It's a feature of the game, a super light weapon would have little to no clunkiness while the hammer is a pain to use for those who don't understand the system. I'm glad you found it challenging and you had fun playing our game!
The game and the art are well made. It has a high level of polish. Great job. I enjoyed how the boss are well designed. Great game.
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