ScorpoLoco
I'd highly recommend downloaded the executable if you've got a decent computer as it has cool grass that doesnt work on the web version. Should also be more stable.
It was a crazy few days making this, overall I think it turned out kinda sick though. You can tell sound was the least prioritized lmao.
Sadly not super related to baby jam, it was just an idea we got and really wanted to do, but it was made during jam time-frame. I'd probably pick "Not everyone runs this category" as the theme because I don't think anyone would run the "Infinite Boss Battle Challenge".
The main idea behind this was to create a sick movement system and player controller that would allow for some cool acrobatic combat, and I think we somehow kinda did it.
Couldn't have done it without my guy Richord, for models/animation/sound.
Tips:
See controls below.
The projectiles are reflectable.
You can wall-run up the curved surfaces and run along the walls for cool move opportunities.
If you impact a wall head on with enough force you can do a wall-plant, then you can aim the jump direction with the camera and jump off the wall for a massive speed boost.
You can sort of combo the light and heavy attacks but there's only a few moves, not enough time huh.
Special attack charge level 2-3 will knock the boss up, if you're good you can use this to juggle it for extra damage.
You get an attack bonus based on speed, so building up speed before attacking is good.
If you charge up the special attack while sprinting, you'll get a big speed boost instead of a time slowdown.
Rolling doesn't really do anything.
There's a secret with the big light in the middle
Controls:
Move - WASD
Look - Mouse
Sprint - Shift/Mouse back button
Jump - Space
Dash - Tap Sprint
Roll - R
Light Attack - LMB
Heavy Attack - RMB
Special Attack - F
Lock On - Middle Click
Controller Bindings (Untested)
Move - L Stick
Look - R Stick
Sprint - Right Trigger
Jump - A
Dash - Tap Sprint or B button
Roll - RB
Light Attack - X
Heavy Attack - Y
Special Attack - L2
Lock On - R stick in
All the geometry/animation/controllers /sound were made in the two days.
Some use of external VFX/Shaders/IK tools/Grass etc.
Comments
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The fast fluid movement combined with the risk/reward of various attack styles creates some really enticing combat situations. I really like what you have started here.
super cool movement!
Fascinating prototype, though I don't know if I really get the hang of it. Would be quite interesting to see where this could go with a bit more time.