BOSSBOSSBOSS

BOSSBOSSBOSS

  • Käsityökerho
  • 1 month ago
  • 5th
BOSSBOSSBOSS


Find your way through the caves fighting boss after boss with each one being bigger than the other!


1
About

BOSSBOSSBOSS is a 2D pixel action platformer where the player seeks help from the management level. Instead of help, the player finds themselves getting dragged into managers' self-important speeches, kid introductions and underling delegations. To deal with all the under management fuss, the player has helpers like laser gun and sick gymnastics moves.

BOSSBOSSBOSS is a standalone sequel to our earlier game Ants Took My Eyeball.

Ps. Anybody wondering about the theme: the idea was to make several bosses which each grow into a bigger and nastier organisms using some growing based attacks.

2
Controls

ACTION
⌨️ KEYBOARD
🎮 GAMEPAD (XBOX)

Move
Arrows
Left stick or d-pad

Shoot
X
X

Jump
Z
A

Double jump
Z + Z
A + A

Roll
C
B

Toggle fullscreen
Alt+Enter

3
Credits

TEAM KÄSITYÖKERHO

RIUKU - CODE

REAKTORI - CODE & GRAPHICS & SFX & COOKING

DOSTO - GRAPHICS

HENRIMIKAEL - MUSIC

4
Blog

Comic blog entries about the team's jam weekend:





You must be logged in to leave feedback
Log in Register an account
  • Tero Hannula

    Overall well done game. On final boss you could kill 4/6 heads during dialog, so it was pretty easy. On second boss it was pretty hard to time your jump when boss run past you (didn't do double-jump on right time, got hit every time :( survived with 1 health left ) . Shooting sound was bit louad, as you shoot constantly, like Thinker227 said, there was no actual reason to not hold X, so sound effect was constantly on background. It was well done finished package. I liked the use of pastel colors here, which also separates itself from previous instalment

  • Kwisarts
    Kwisarts Kwisarts Level 56

    Played your game! https://youtu.be/JWu55n9oBEA

  • thinker227
    thinker227 thinker227 Level 2

    The sheer quality of art, music and sound design here is astonishing. The controls are incredibly responsive and intuative, although the roll (good dog) is barely useful. My only real issue with the gameplay is that there's really no reason to not constantly hold down X.

  • Eric
    Eric Eric Level 13 Patron

    EPIC.

    It's like you took all the perfect parts from Ants Took my Eyeballs and condensed thme into a sequel. Solid gameplay, art, music. Loved the attack patterns. Impressive what y;all managed to do in 48 hours.

  • Heather
    Heather Heather Level 9

    Really loved this game. From the beginning, I was already very immersed with the title scrawl. My team and I were watching someone first stream this and we were all gushing about how cool that was and how atmospheric it was. Lots of "how as this all done in 48 hours??"I also love boss rush modes! The artistic direction of this was really cool. I loved the pastel tones. The whole thing felt surreal and psychedelic on a whole 'nother level compared to Ants took my Eyeball. The strange creatures with human like faces gave it a very dreamy atmosphere and the character designs were really top notch. I really like this comic called sandman and I think the final boss gave me the same vibes. So that was nice. The boss patterns too were very enjoyable. I absolutely loved the platform portion where you have to jump on the hands and off the hands. Also really enjoyed the tutorial. That boss was hilarious. That being said, I think I'd have liked a little bit more fedback on what was dangerous. I was stupidly bouncing on the severed heads on the final boss after I killed them not realising they were doing damage to me... bit silly of me but I thought my destroyign the heads, they wouldn't do damage anymore so kept bouncing on them because it was fun. :D Also didn't realise the green ceiling did damage to me until I jumped and hit it. Maybe if it was something more universal like spikes that could have helped though I do like the green slime aesthetic. Just haven't been conditioned to avoid that kind of colour. Fun dialogue and great gameplay!

    • Riuku Riuku
      Level 7
      Developer

      Thank you for your feedback! It was a lot of fun making all those little cutscenes and visuals for immersion so I'm happy that you enjoyed them. The artists dosto and Seko were trying out a challenging palette and I think they pulled it off and it paid off in the end.

      I agree that the game could've communicated danger & damage feedback better. Towards the end of the jam we started adding things like shaking fists and red lights to indicate that you should get away from something but I wish we had more time to spend on that stuff!

    • dosto dosto
      Level 6

      Thank you much for your detailed feedback! It's always nice to hear how the player has paid attention for small details.

      I'm also pleased how the colors turned off. When we were deciding the palette with Seko (Reaktori) we were looping with a convo "Can we make it with a palette like this yes no YES no we can't can we YES lets do it". It had only a dozen color options or so and it was actually pretty liberating to have only that few.

      Now when you mention about the Sandman connection... Yeah the boss' head thing looks a bit like Dream :D I actually reread the comics last year and I think they are still pretty good.

  • Tydecon Games
    Tydecon Games Tydecon Games Level 13

    This is a beautifully designed game. I have fond memories of 'Ants took My Eyeball' and was excited to see another one just like it, I'm getting Cuphead vibes but in a pixel art style, great job!

    • dosto dosto
      Level 6

      Thank you!

      I would love to make a jam game by drawing the assets in a traditional art way like in Cuphead. It's just more time consuming and harder to make the art consistent when having two artists.

  • Lee
    Lee Lee Level 7

    Had a blast playing this entry. When I saw it was a sequel to Ants Took My Eyeball and a boss rush I got super excited. Love the look of the game a lot, it honestly is very gorgeous. The gameplay was a lot of fun, and the controls felt really juicy. I think this is a very impressive entry, definitely one of my favourites. I did feel that some of the boss attacks were slightly too quick, but it was still possible to react and dodge and I was able to defeat both bosses on my first try. I think it's only weakness is in it's themeatic ties but everything else is stellar. Great job!

    • dosto dosto
      Level 6

      Thank you! Nice to hear you have liked so many aspects of our game.

      I agree with the thematic problems. We meant to implement the theme with a clear boss growth in sizes. Goal was to make more than three bosses when the growth would have been more noticeable. Tried to compensate it by creating some growth based attack for bosses.

  • Ivanbje

    Cool boss design. Felt polished and nice, liked the movement. My response time is a bit on the slower side so I struggled a bit with jumping over Matku mato when he charged from the wall, but I survived with 1 health.

    Wasn't sure if it was intentional, but you could kill 4/6 heads on the final boss before finishing the dialogue.

    • dosto dosto
      Level 6

      Thank you for trying the game!

      The pre kill thing wasn't intentional. It is a bug which was even fixed at some point, but seems it had too much will and came back to the final version. Bugs attracting bugs maybe hmm hmmmmmmmm.

  • Big Gay Dinosaur

    nice, i dont like the tutorial, doesn't seem too fitting but i like the game, its fun

    • dosto dosto
      Level 6

      The tutorial guy just tried his best 8(

  • xEVANZx
    xEVANZx xEVANZx Level 2

    Good graphics & a well made mechanics with a small amound of humor in the dialogues. As the rest i cant see how it makes in with the theme, but good game and a funny experience.

    U could make the player fall down to the very deep bottom, and then have to climb in the growing difficult bosses floor by floor.

    Nice one!!

    • dosto dosto
      Level 6

      Thanks!!

      Yeah, the theme is an understandable issue. It was meant to be related to the size growth of the bosses, but with so few of them, it didn't end up underlined enough.

      One streamer also had an idea about the character growing back in size in the end (since the character had shrank himself in the previous game). That would have been great idea too.

  • Team Seguin
    Team Seguin Team Seguin Level 2

    Really great game!! I didn't personally see how it used the theme itself, but regardless was very tight and felt great!

    • dosto dosto
      Level 6

      Thanks! It's sad we failed with the theme visibility (meant to be mostly about the boss size growth) but glad to hear you still enjoyed the experience.

  • Chris

    Artwork is amazing, gameplay is super-solid. I played the first one as well, this is a nice addition. Looking forward to the next one!

    • dosto dosto
      Level 6

      Thank you, nice you remembered the first game too! It would be nice to make a third (and final?) part. Especially since we didn't have time to make any cheesy one-liners for the main character to the end scene for this game.

  • SwiggityCricket

    Really cool! Controller support was nice, however it is incredibly easy to press "down" when going left or right; basically anything not exactly horizontal registered as down. Ran into a few little visual particle glitches.

    I am also not entirely sure how it fits the theme.

    I wish it was longer, but overall good submission.

    • dosto dosto
      Level 6

      Thank you! I wish it was longer too, since maybe then theme would have been more visible: we tried to make it to be about the boss size growth. So classic GM48 overscoping issues happened but I'm still happy we were able return a playable piece.

  • Anonymous
    Anonymous Avatar Anonymous

    Fun game but doesn't quite feel like it fits with the theme. Also the feedback when taking damage felt kinda lackluster. Cool boss design btw.

    • dosto dosto
      Level 6

      Thanks for playing and leaving feedback! The theme was supposed to be about the boss size growth and it's a bummer we didn't underline it enough.