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A jam submission

You Are The Boss - SKG GameJam 2026View game page

Made for SKG GameJam 2026
Submitted by Kaikaipro (@KaikaiproDev) — 3 hours, 1 minute before the deadline
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You Are The Boss - SKG GameJam 2026's itch.io page

Results

CriteriaRankScore*Raw Score
Theme relevance#1833.1053.214
End-of-life plan#1863.1743.286
Graphics#1962.7602.857
Sounds#2092.4152.500
Overall#2162.7602.857
Fun#2362.3462.429

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

End life plan
After the jam ends, I will keep polishing the game and post a downloadable version of it. I will keep the source code in case itch.io stops working so I can publish it again in another web.
Also, I have made the in-game video run locally instead of using links to make sure the video can always play.

Transparency note
Didn't use AI or pre-made code. The only thing I didn't made is the intro music, made by MondaMusic.

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Comments

Submitted(+1)

I like the idea! Being the one who tries to deny the high score!

Submitted(+1)

The premise is great and your page sells it perfectly: "A high score chaser. A nice guy. But you are not a nice guy and you are not a high score chaser. You are red and you are the villain. You are the Final Boss." Flipping the point of view on the theme is a smart move, and it's one of the most creative inversions in the jam.

I also liked that it's several minigames rather than one. I started in a Space Invaders style level as the giant red mothership shooting down at the little green player, then it became a top down race with a red car and a checkered finish line. That variety keeps the "I'm the boss of every game" joke alive. The neon red on black pixel art in the space level looks good, especially the red glow of the ship against the player's green.

Where I struggled. The game window is much bigger than the screen, so in the space level I lost the entire left status bar (I could only read "...S BAR") and the control list on the right was clipped, which means I never found out what the 1, 2 and 3 keys did. Since each minigame has different rules and nothing explains the transition, I was also lost when the screen switched from ship to car.

One design thought: there's no visible score for "how much did I slow the chaser down", which feels like the natural metric for this concept. Right now the thing the game is about isn't on screen.

Fix the layout and give me that counter and this is one of the standout ideas here.

Submitted(+1)

The game idea is unique! I like how the green player is perceived as an "experienced" player, thus they are hard to beat. As someone who is not good at "hard" video games I don't see myself playing this game. I can tell a good effort was put in the game, so good job!

Submitted(+1)

I like the idea, but I felt like the first and third bosses had too little health

Developer

Yeah I felt the same too when developing the game but I couldn't find a way of making it with enough health but not too much health and I didn't have time enough lol

Submitted(+1)

This game was tough, but that just goes to show that being a boss is hard! The collection of minigame like encounters gave it quite a retro feel!

Developer

Thank you!