The Final Boss: Running Out of Powers by n.feofentov

[raw]
made by n.feofentov for LD 39 (JAM)

Logo Small.png

This is a top-down shooter. Your goal is to kill The Final Boss.

At the beginning he is in the middle of the location. After getting some damage he teleports to a random side room (there are 4 of them).

Timer at the top counts time to something that I call "Power Down": when it's ran out player loses one random power. Also when it happens time slows down. You may think that it's FPS drop but it's not :)

Latest Updates

Update 1.1 (05.08.2017)

  • Fonts replaced with more readable (and pixelate)

  • Main menu redesigned

  • Explanation window added at the beginning

  • Minor UI bugs fixed (boss health slider, wrong sprites etc)

  • No gameplay elements were changed!

ATTENTION! Don't judge this build as jam's one. It is a post-jam update.

Download links:

Original jam's build (Judge this one! It is the same as in Links section): https://drive.google.com/open?id=0Bx4l-RdxJ0OtQXVfX0FHN1N4ZGc

Update 1.1 (optional): https://drive.google.com/open?id=0Bx4l-RdxJ0OtUm9JYnlZMXg5SU0

Update 1.2 (07.08.2017)

See comments section.

Controls

WASD - move

Space - dash in movement direction

Mouse - aiming

LMB - shoot

Esc - during the game opens window which leads only to main menu

Powers:

Powers2.png

(left to right)

Multishot - each shot contains 2 (tier 1) or 3 (tier 2) bullets instead of 1.

Arcshot - when you fire you make 3 (tier 1) or 5 (tier 2) shots in different directions.

Dash - press Space to use Dash.

Shield Up - after getting hit your invincible period last longer than usual.

Freezing Bullets - each bullet has 0.15 chance to be freezing one (blue); when it hits enemy he becomes stunned in ice block for some time.

Dynamic Barrier - just a barrier moving around player and absorbs bullets; enemy rockets produce blast which damages player.

Explosive Bullets - each bullet has 0.15 chance to be explosive one (orange); it explodes at hitting obstacles or enemies.

Split Bullets - each bullet has 0.15 chance to be split one (yellow); after hitting obstacle or enemy it splits to 6 more bullets moving in different directions.

Burst Fire - you fire 3 times in a row with high fire rate and then wait for next shot.

Plot

You are a Great Space Warrior. You've passed through so many levels and killed so many enemies to meet The Final Boss face to face. And finally you enters the last room...

"You are very brave Warrior", says The Final Boss, "But it's time for you to die. But first I'll take everything you've got, every precious thing from you".

"You already killed my family. You destroyed my Homeworld and the whole Galactic Fleet. There is nothing left. It's just me and you and your army", you reply.

"Ha-ha-ha! Fool! There is still one thing you forgot. It's your Feel of Progression. Sense of Constant Improvement. I'll take everything you've collected during this mission. I'll take your Powers one by one!", Boss shouts.

And The Final Boss Fight begins...

https://www.youtube.com/watch?v=66PQBt9m0yg

Screen7.png

Screen6.png

Ratings

Overall 374th 3.435⭐ 25🧑‍⚖️
Fun 188th 3.565⭐ 25🧑‍⚖️
Innovation 239th 3.391⭐ 25🧑‍⚖️
Theme 159th 3.913⭐ 25🧑‍⚖️
Graphics 664th 2.826⭐ 25🧑‍⚖️
Humor 433th 2.364⭐ 24🧑‍⚖️
Mood 710th 2.609⭐ 25🧑‍⚖️
Given 21🗳️ 21🗨️

Feedback

🎤 n.feofentov
01. Aug 2017 · 17:03 UTC
As I was finishing my game in such a rush, I didn't add any information about what it is and how to play it...

So I first add detailed description in this comment but @sbeif pointed that I can edit description :slight_smile:
sbeif
01. Aug 2017 · 21:02 UTC
Really nice, this was one use of the theme that I was waiting to see, and you did it quite well. I didn't manage to kill the boss after 3 tries but I think that with a few more tries it could be done. Still, pretty difficult.

Maybe edit the description of the game because I didn't check the comments until after I played and found out I could dash only after I lost that power :D
🎤 n.feofentov
01. Aug 2017 · 21:08 UTC
@sbeif thanks for comment! I didn't notice that I can actually edit the description :)

It is difficult because I didn't have time to balance it.
AFlatThrasher
01. Aug 2017 · 21:17 UTC
So I guess I'm the first rate, so I get to not just repeat comments this time :grin:. I really liked this game. It was difficult (but it's basically a bullet hell game, so of course it's difficult), but still a lot of fun. I really liked the fact that the powers went away was not the same every time, so each game required slightly different strategy (you could play more offensively with the barrier up, for example). Really nice take on the theme, as well. My only complaint was more on me than you, honestly. I didn't realize at first that the boss was teleporting to the side rooms, I thought he would end up back in the middle after I killed some guys. I eventually figured it out when I ran into a side room for safety and he was there. Then, after I quit playing I realized you mention it in your post above. Oops. But even with that frustration, it was a lot of fun. And scoping the game to just one boss is a great way to handle the time constraints, so good idea there.
Reggnos
01. Aug 2017 · 21:24 UTC
The game is fun, at first didn't really know what was going on. But i got a hand of it fast. The only problem is that you move too fast and in the sequence when the boss shoots all around him its almost impossible to dodge. Also the Boss should be more visually different. But overall love the way you slowly lose abilities and have to try and kill the boss before you become too weak.
LudumAnthony
01. Aug 2017 · 21:26 UTC
I tried maybe 10 times and I still couldn't kill the boss (got him to like 25% tho), but then again bullet-hell shooters are a mix of skill and luck.

The game would be a lot better feeling to play if the FOV were increased a little so you could see enemies before you see their bullets flying at you.
I had a pretty similar thought about a boss taking away abilities but I didn't have enough time to implement the feature in my game, so I'm glad someone else did it. It would've felt more powerful if you quickly gained these abilities every 5 seconds at the beginning so you could see what you're losing, but the game was still great. Also I suggest you edit your post with the gameplay details because I didn't check the comments until I was confused.

I really liked the time slowing mechanic too, in Overwatch at the end of a match my favorite thing to do is to kill someone while the game time is slow :) Overall fun game, and good use of the theme!
LudumAnthony
01. Aug 2017 · 21:26 UTC
Edit: this website is slow so not only did I double post, but i see you already edited the description by now. smh.
🎤 n.feofentov
01. Aug 2017 · 21:48 UTC
Thanks everyone for feedback!

Yes, site is so slow that it shows me unedited/fixed description occasionally :)

I wanted to add abilities' description in-game but all menu/UI stuff were made at the last moment.

@reggnos I also think that player's movement speed is too high as well as enemies fire rate. I bit it only few times while debugging so it occurs to be challenging.

Ironically, but Boss sprite was the last I made. That's why it doesn't have any animation.

@ludumanthony Good point about some proving ground for abilities at the beginning!
Branquelo
02. Aug 2017 · 00:43 UTC
It's a pretty cool game, the graphics are not so good, but the concept are amazing, i love it xD
ghostmaple
03. Aug 2017 · 01:41 UTC
Excellent use of design. The more times I play, the better I get with the skills available to me (like dash) ...which then makes it even tougher when I lose it. Probably one of the only games I've ever played where the game is tactically tougher as I get better. Nice.
Emery
05. Aug 2017 · 10:22 UTC
Pretty good game, had a lot of fun playing. This was really fun. Good Job :)
Apple Dash
05. Aug 2017 · 11:09 UTC
It's great fun! Interesting interpretation of the theme, fun gameplay, very pleasant art. Really liked this one. However. Shooting could be vastly improved with use of even simplest sounds and slow-motion effect really felt like a frame drop, even though, it was solid 60 according to Fraps. But these issues aren't serious enough to ruin the game completely.
Togis
06. Aug 2017 · 02:38 UTC
I uploaded my gameplay of this game on youtube, you can find it here

https://www.youtube.com/watch?v=W4gWYkISonk

Thanks for being part of the stream :)
CurseTats
06. Aug 2017 · 05:41 UTC
The game is very well made!, I loved the game mechanics. The graphics need a bit more improvement. Otherwise, The game was very very good!

Loved it
ToadieTechnika
06. Aug 2017 · 07:04 UTC
As I've opened this game, WHY NO AUDIO!? The game was bullet hell and it would bring out the maximum fun. So I called one of my tunes to feel the game (and gain thoughts on what to say). Lots of things are happening in the game, the camera can be a little dizzy at times (or is it just me...). Like what others said, the graphics needs improvement, yet the fun factor of this game still lives at any way :D
Will Walters
06. Aug 2017 · 07:14 UTC
Running circles around bad guys and blowing up tons of them with a wide spread of bullets ends up being a ton of fun, as is chasing down the boss from room to room. One suggestion: I wish the game came down on a side of top-down shooter versus bullet hell. If top down shooter, it needs to be more lenient about the number of hits you can take, or give health drops. If bullet hell, the bullets themselves should be more clearly visible and move slower. As it stands, the only viable option is to circle strafe, which is fine, but combat could be tweaked to allow for more skillful gameplay.
Antti Haavikko
06. Aug 2017 · 16:53 UTC
Since this is Unity, any chance of you spitting out a macOS or WebGL build? As a sucker for shmups, I'd really like to try (ie. beat) this one ;)
🎤 n.feofentov
06. Aug 2017 · 18:24 UTC
@antti-haavikko I'm afraid I've made a lot of changes already in gameplay and balance so I can't build jam's version on Mac OS or other platforms :slight_frown:. Still, I'll share next upgrade with everyone as soon as it's done. I'll let you know in comments to your game. It may sounds a bit confusing but I'll have to ask not to rate my game based on updated version, so it'll be fair to others. Thanks for interest!
Antti Haavikko
06. Aug 2017 · 19:26 UTC
Sure sure, I'm sure I can rate it fairly cause I've already seen it in action. I can probably figure out what it was like in the original version.

And you can just shout at me here since I'm tracking mentions on feedback friends anyway...
🎤 n.feofentov
06. Aug 2017 · 23:00 UTC
Here is **Update 1.2**:

- Lower difficulty (less enemies, slower enemies' bullets, faster player's bullets, slower movement).

- Level design!

- Less time before you lose power.

- Spawn bugs fixed.

- Hit indicator around the screen.

- Improved menu (game pause, restart, continue).

- Player's and enemies' colliders fixed.

- Awake time for just spawned enemies.

**Download**:

*Windows*: https://drive.google.com/open?id=0Bx4l-RdxJ0OtMmxNQnlzeDVsdnc

*Mac OS X*: https://drive.google.com/open?id=0Bx4l-RdxJ0OtMm1uQ0xXNG9iMzg

I've never made a build on Mac OS systems and don't have such to test it. So I'm very interested in feedback on how does it work if work at least.

I hid this update in comments so it won't confuse anyone who didn't try the game yet. I want people to see what I've made for 72 hours, not a week.
Antti Haavikko
07. Aug 2017 · 10:52 UTC
First of all, for anyone trying this on macOS and encountering the following...

![finalboss.png](///raw/1e4/3/z/8bf1.png)

This fixes it:

`chmod 777 "The Final Boss 1.2.app/Contents/MacOS/The Final Boss 1.2"`
Antti Haavikko
07. Aug 2017 · 11:40 UTC
Cool!

Still needs major balancing. Some of the powers were too good to lose and some of them were pretty useless. Like if I ever lost dash/arc/burst before boss was on less than 50% it was a straight up restart. Might be a nice idea to add RMB as an alt for dashing.

There was a lack of feedback on some actions (like getting hit). And the lack on audio didn't help here at all. I would slow down the enemy bullets just a bit and add a white/lighter outline to them to make them easier to see. Especially the red ones were pretty notorious because of the lack of contrast. And did you really think having player dodge red bullets over red background would be a good idea?

I'd also decrease the player hitnbox size. Not quite sure how big it was because it was impossible to know when you got hit unless it was the killing blow. Could decrease it way down to be like a circle with a diameter of 25% of the sprite width. It'd seem more fair since player would not get hurt on close calls and you could even add more bullets then. More bullets on the screen is better, right? It was also pretty hard to weave in between bullets because of the fast speed/acceleration. This is why quite a lot of bullet hell shmups have a key which when held, slows the movement speed of the player allowing more precise movement.
🎤 n.feofentov
07. Aug 2017 · 12:34 UTC
@antti-haavikko Thanks for such a good feedback! I'll reference to it when start making the serious game.
Jupiter_Hadley
12. Sep 2017 · 11:45 UTC
Nice idea! I included it in my Ludum Dare 39 compilation video series, if you’d like to take a look :) https://www.youtube.com/watch?v=6DrJOSU_FjM