Boss rush
Unity
Boss rush with hints of bullet hell. Created for a one-week-jam with the theme 'mourning' and a narrative inspired in songs of the Carnival of Cadiz. The game ranked 10 out of 131 in the overall ranking and 6th in gameplay mechanics.
This game (currently only in Spanish) it's a boss rush with hints of bullet hell. The narrative of the game is about the loss of a loved one and how to cope with it. The narrative is based on songs (pasodoble) of the famous Carnival of Cadiz using the lyrics in the sentences you will encounter throughout the game.
Each boss represents one phase of the stages of grief and every color one sin. The way the player can defeat these bosses is by accepting h is sins. Praying is how the player reloads and atoning for his sins how he shoots.
Each boss has three different unique attacks which will combine throughout the combat. The player, on the other hand, will have to use the right sin to defeat them. Each sin has a different color and the eyes of the four bosses will be changing during the fight, making the player have to choose the correct sin on each attack. While the player is reloading his next bullet won't be able to move, making this decision has to be chosen at the correct moment when no danger is near. Also, when switching sins if the player has a bullet loaded it will disappear, making the reloading a whole mechanic instead of being only a button to push.
In between battles, the player can read some new lyrics to know more about the loss of this loved person and gain a new sin.
This game ranked number 10 out of 131 games submitted to the jam, with the best section being a 6th place in gameplay mechanics.
On this project, we were a team of 5 people. I was in charge of the player movement and its mechanics, such as reloading, changing sins, shooting and getting destroyed. I tried to make the player's movement feel snappy and responsive. In games of this nature, a good time reaction can be the difference between getting hit or survive a little longer, that is why we put a lot of effort into making the movement felt as precise as we could.
I also was responsible for the second boss, the demon. I coded its three attacks, movement and logic. The bosses have a random pattern to attack, to mitigate this randomness we added a threshold to each attack allowing us to alter the frequency of the attacks depending on whether they were harder to dodge or felt more unfair.