STYX
LORE
Following in the footsteps of old Greek mythology, you bathe in the River Styx, seeking immortality. But when your eyes open, you find yourself on an abandoned dock in the Underworld. With nowhere else to go, you venture further, fighting demons of Hell.
You soon find the one who brought you here, and defeating him rewards you with what you desire, but in Hell's own twisted ways.
CONTROLS
Keyboard default controls (Can be changed in-game) A/D - Move Left/Right Spacebar - Jump/Double Jump LeftShift - Dash (You are invulnerable while dashing) J - Punch K - Kick L or C - Shoot V - Use special ability
JAM
Made in 30 days for BOSS RUSH JAM 2024 ($2,500 Prize Pool!!) with the theme 'exchange'.
The player exchanges weapons with the bosses they defeat, and there is also a story implementation, though it contains spoilers.
TEAM
A game by SeeOne
Music and SFX by FeFoe https://itch.io/profile/fefoe
Status | Released |
Platforms | HTML5, Windows |
Author | SeeOne |
Genre | Action, Adventure, Fighting |
Tags | 2D, Action-Adventure, Boss battle, Indie, Mystery, mythology, Singleplayer, Unity |
Download
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Click download now to get access to the following files:
Styx.zip 71 MB
Development log
- Post BossRushJam2024 UpdateFeb 20, 2024
Comments
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Amazing platformer !
I played it until I found out that punch and kick were bound to mouse buttons (so, not very long). This control decision makes the game nearly or completely unplayable on a laptop with a trackpad depending on that trackpad's behaviour, and doesn't provide any benefits over a fully-keyboard control scheme.
The mouse has a particular use - cursor control (ideal for interacting with objects on screen, aiming, etc), not simply a stand-in for the button part of a gamepad, and using it just as a trigger not only is an inappropriate control choice, but one that hurts the playability of a game that doesn't inherently require the control a mouse provides.
I have added alternative keys support now, You can play the game now without using mouse.
I overlooked this when I was working on the game, thank you for letting me know.
Thanks. Gave it another shot. Not bad, the bosses have a little bit of that "Nintendo hard" flavour to them, which I assume is what you were going for. Haven't beaten the third boss yet.
First boss had a couple issues, I think - one that made it maybe unintentionally challenging, and one that made it "cheesable", which I'm not sure if that was intended. The cheesing - could walk right up, and keep kicking until it telegraphed the hammer swing, had just enough time to walk out of the way, then turn around and repeat. I assume that's intentional given how tight the timing was, but I was able to pretty much repeat that indefinitely until I won. Maybe the attacks didn't randomize as much as intended?
The challenge with the first boss is that when it's bouncing around, it's not obvious when it's coming back in for a landing, so you can think you're walking under its bounce, and then it just ends the bounce midair and reappears on top of you.
Second boss was solid, good telegraphing of attacks - pretty sure all my issues with that on were just my own skill and getting my fingers tangled around the controls.
Glad you gave it another shot and thank you for the valuable feedback, I will try implementing some of the changes, feel free to give more feedback if you continue to play the game, thank you.