Oh man, this might be my favorite game of the jam. I spent a while bashing my head against the blue tetrahedron attack for the first boss, wondering if I should shoot it, parry it, dash through it, etc. The actual strategy of charge-shotting the ground to rocket yourself away from the missiles and blue tetrahedron while hitting the boss mid-air is the sickest thing I’ve ever done in an FPS. God what a rush. I wasn’t able to beat the second boss, but I got it low enough to use the rotating light pillars. Might come back later to finish it off.
The music is absolutely incredible too. The way it swells once you reach the farther parts of a boss is great. For the first boss, the part where the blue tetrahedron and the walls closing around the boss, forcing you to play entirely in the air, is sublime. Wow. And then, knowing that my max-charge shot does 12 damage, the moment where I chipped the boss down to 12 HP and lined up the final shot felt so damn good.
Amazing game. To be honest, I think I should have used the slow-mo more, I ended up not using it at all because of how amped up I was by the last portion of the first fight. I think it’s probably the key for the second fight, at least the later parts of the fight, but it was too tough for me for now.
Also the art style and the general vibe of the game is so good. Not sure how to describe it but everything fits together so well, like a 3D graphics demo on an old TV in the 80s but in a really cool way.
I really loved this game. The realization of all the mechanics working together during the final part of the first boss (charge-shotting the ground to evade attacks, dashing through the walls to get shots / shotgun blasts in, sniping the boss and rushing in to get my charge shot back so I could shoot the ground again) felt so good.
Seeing those same ideas reinforced by the second boss, forcing you to charge-shot jump into the air to avoid the spikes while parrying the lasers, so damn cool. Awesome job.