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Return of Theseus's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #19 | 2.851 | 3.556 |
| Art Style / Visuals | #24 | 2.584 | 3.222 |
| Overall | #26 | 2.428 | 3.028 |
| Boss Battle | #29 | 2.138 | 2.667 |
| Audio / Sound Design | #31 | 2.138 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the Theme & Boss Battle Edition?
You play as the Minotaur (“the boss”) defending against an attack by Theseus (the “hero”).
Deliberate design decisions were made to seem as if the game is meant to be played as Theseus, with you being the ‘hero’, when you actually play as the Minotaur. The primary example of this is that the difficulty is inverted: the game starts on Impossible and ratchets down to Tutorial (and another bonus difficulty).
The difficulty gets ‘easier’ for the hero, and, in doing so, gets harder for the actual player. Over time, the hero gains new abilities (dodging, projectile attacks, faster movement), even resorting to save scumming, whilst the boss gets weaker. Eventually, you reach ‘tutorial’, where even the game system will try to make the hero win…
We had fun with the dialogue as well. If you were the boss, trapped in an infinite loop, how would you grapple with the idea that your whole life is a life?
Game Engine?
Game Engine / Tools (Other)?
Pro pixelizer, all 3d models, textures and other assets are home made
Self-made & used stuff?
Have you joined a game jam before?
Roughly how much time did you spend developing? (in hours)
75 hrs x 2 (2 people)
Anything else you'd like to share about your game or development process?
Kaimune:
Early iterations of the art direction was mostly fine tuning our 3d pixelizer rendering pipeline, which we had wanted to use from the start, which evolved into a minimalistic retro color pallet containing mostly of greys and blues. The retro aesthetic was just the visual design pillar we went for, sfx, vfx, lighting, and chunky 12 frame stepped animations were just ideas that naturally followed.
A big realization is that some small effects go a long way in these hack and slash games. screen shake, followed by screenshake, with a small sfx sells the whole attack sequence actually feel fun and satisfying.
The UI was rather tricky as I had little experience with actually drawing 2d sprites, but it needed to be done and I was willing to learn. The method I learnt was quite simple, using a 9 slice tile across textboxes and backgrounds of dialogue and hp bars.
The biggest issue was implementing and solving merge conflicts as we often had worked on parts of the scene/prefabs without explicitly mentioning it, which lost us some precious time we needed.
Overall from an design perspective, I think we did rather well, executing both the the idea of an anti-hack and slash, and how it fits the thematic of a reverse boss battle game. There are a few visual bugs such as the bugged hp bar at the start, or our render texture missing on the web version, we simply didnt have time to resolve.
Banana:
The main development hurdle we faced was the challenge of how to make the boss’ attacks feel boss-like, yet at the same time be satisfying. In a normal game, boss attacks are telegraphed, slow, and often feature move-locks during the various phases. Qualities that also make movement feel sluggish, non-responsive, and not rewarding for players.
Our compromise was to still keep the slow aspect of each attack, and still heavily punish players for missing an attack - whilst also making the attacks ‘feel responsive’. The player is allowed to move during every boss attack, but the hit damage will not happen instantly ( ~1s windup). We made each attack feel impactful (camera shake + vfx) - and we still made the player die to a maximum of three attacks.
Additionally, we also had to ideate ways to make the ‘hero’ feel humanlike. A reaction speed of 250ms was added. This meant that any action that was taken by the hero was made relative to information 250ms old. Furthermore, the hero is a lot more mobile than the boss - and can dodge forecasted attacks by the boss.
These design decisions were such that the ‘boss’ fight felt like a boss fight, even with you playing as the boss, and yet remained responsive enough to not feel overly sluggish
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Comments
Very good game!
While the interpretation of the theme isn't the most original, it’s definitely the best fit I’ve seen. You also managed to add a unique touch with some great, simple storytelling (which is very difficult to do!). The art is amazing, and the audio is solid, nothing to say there.
The only problem I've found is at the tutorial level: Theseus was not attacking me! Therefore, I was locked from continuing. Also I don't know if it was intentional but the game triggers where left visible; even if that was intentional, they could use a bit more polish.
Overall amazing jam entry, one of the best so far, Good job! 👍👍
Hey! thanks for pointing out that theseus tutorial bug, we'll note that down, the tutorial level was all done in the last day of the jam so it was overall little rushed haha.
Congrats guys, good job! I loved the art style and the story, i really felt the boss. I only suggest to not repeat the song every time u dialogue, especially in the last part, where u talk with the tutorial. But i had fun playing it! Keep it up!
Great feedback! definitely will fine tune the levels and overall fights to be a bit longer so that the start of the song doesn't get too repetitive.
Out of all the game ideas I've played so far, I have to say that this is, without a doubt, one of the most creative ones and one that perfectly captures the spirit of this jam. The theme was integrated seamlessly into both the gameplay and the narrative, which is fantastic.
The art style is beautiful. I really enjoyed it because it feels like a blend of 3D and 2D elements, creating a unique and refreshing visual identity for the game, at least from my perspective.
I also liked the dialogue system, especially the way you present the character portraits. You basically created a small camera focused on their faces, right? I noticed this because while I was reading the dialogue, I realized the background was actually the same environment where I was standing. At one point, Boss's portrait even showed a bit of the fallen hero in the background, haha.
Although the game is theoretically supposed to become harder for us and easier for the hero, I didn't really feel a dramatic difficulty curve. Unfortunately, I think part of that feeling came from a recurring bug where the hero would endlessly wander back and forth between two points without doing anything besides walking. In fact, this prevented me from progressing several times during the tutorial, since the player character wouldn't attack me and would just get stuck in an infinite running loop.
And man... that twist where the tutorial prevents us from attacking the player was simply brilliant! I genuinely loved the creativity behind that idea. Seriously, great job!
The game was both fun and intriguing. Poor Boss... and to think that all of his memories are nothing more than part of a simple game.
Congratulations on the project, and I wish you the best of luck in the jam!
Hey, thanks for your lovely feedback! Glad you noticed the camera and bg stuff, its a camera placed slightly offset to both the boss and the hero. As for the difficulty curve, we ran out of time playtesting it towards the end to find the right balance, and really wanted all players to experience the full story.
Such an experience love your visual too
Thanks for the kind words. Really glad you enjoyed the game and hope you enjoyed the storyline too haha. We played through your game as well and thoroughly enjoyed it (you pixel are skills are amazing).
This was a great experience, congrats on your submission, you guys are insane
This visual style is on another level, congrats, only have compliments for your project.
Thanks - glad you enjoyed it!