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Only Boss Fights: The Fallen Knight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay & Fun | #5 | 3.000 | 3.000 |
| Creative Use of DreamLayer | #7 | 3.429 | 3.429 |
| Overall | #8 | 3.071 | 3.071 |
| Visual World & Art Direction | #9 | 3.429 | 3.429 |
| Originality | #25 | 2.429 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you use DreamLayer?
All the characters, arenas, and relics in the game, and the ending illustration, were made with DreamLayer: 60 assets in the game (43 character poses, 6 animations, 8 painted backgrounds, 3 relics). In total, I used 99 of the jam's 100 credits on 74 requests (57 edits, 11 sprite sheets, 6 generations), including the itch cover and the repo's README art. The effects and the UI are drawn in code, and the audio is CC0.
The game's hook is DreamLayer's core strength: keeping one character consistent through edits. One villain, three forms. I approved the Fallen Knight as the master reference, edited him into the Frozen King, and edited the King into the Unknown One. Every pose of each form is an edit of that form's reference, so the helm, plume, crown, and sword carry through all three fights, and the sun on his chest becomes the god's eye.
One room, many edits: the King's throne room was generated once, then edited frozen over (his phase 2), taken by the god (the final fight), and torn open (its phase 2). The floor line held through every edit, so each phase change crossfades in place.
Six animations are DreamLayer sprite sheets: the hero's slash, his combat step and lobby walk, and a walk for each form of the villain. The ending and the cover are edits of composite references, because a request takes one reference image.
What worked: identity held across three forms and more than 40 poses, every walk cycle was usable on the first try, and composite references worked every time. What didn't: three run sheets for the lobby never looked natural, so the walk shipped instead; scale drifted up to 22% between poses and inside sprite sheets; and some requests added extra props. I measured and normalized every asset before it reached the game.
I also built and tested a DreamLayer to Unity importer: sprite-sheet ZIPs become sliced sprites and animation clips with per-frame timing and feet pivots.
The whole project, with the raw DreamLayer outputs, the importer, and my notes on every request: https://github.com/Shaw1213/only-boss-fights
Before/after images are on the game page.
Game Engine / Framework
Unity 6 (6000.6) WebGL Build
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Comments
One villain falling further through three forms, each edited from the last, is a perfect fit for DreamLayer's character consistency, and the arenas look fantastic. 57 edits and 11 sprite sheets is serious commitment. Great boss rush!