there is sound and music! Interesting it didn’t work. There’s volume settings as well. Thanks for calling this out
bokoyoss
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The artwork and music is awesome- I definitely needed the description to be able to tell what was happening. Definitely recommend putting an in-game description for each of the characters you're adding to the wheel. It is definitely a fun concept though- it was just confusing in this iteration.
It also took me a really long time to figure out I had to double-click to spin the wheel.
Death of a Dungslinger
Play in browser now!
Made for Boss Rush Jam 2025.
Take on a horde of malicious invertebrate bosses as you roll, ride, and sling whatever refuse you find on the ground to earn retribution for the sins of your past life.
Paint the Town Brown
Death of a Dungslinger uses a splatoon-like approach to ground terrain, letting you paint and gather groundcover as you roll up mud, snow, sand and more. The groundcover is your ammo and means of faster locomotion. Bosses will paint the ground or remove groundcover out from under you. Roll up a bigger ball for massive damage!
Bossa Nova
Featuring an all-original soundtrack by COLOURMODE (available now on Bandcamp!) which gives each boss and level their own unique theme, you'll be tapping your feet as you tap out perfect hits on the bug scum that your mysterious benefactor has ordered to be eliminated.
A Different Retro Era
Taking inspiration from the PS2 era of games, with their hard-to-skip cutscenes and somewhat obscure mechanics, Death of a Dungslinger aims to recapture the look and feel of games you might play at your cousin's house that your parents wouldn't let you buy, like Mister Mosquitto or Tom and Jerry: War of the Whiskers.
Options? In My Browser-Based Jam Game?
Death of a Dungslinger features full native controller support- no need to enable in the menus. However, if you find yourself hankering for some tinkerin', this jam game features a full options menu. In the windows build, crank that puppy all the way up to 4K for some glorious graphics that might make you say, "Am I supposed to be seeing these low rez models in such clarity?"
This is awesome. The sprites are great and I love the teleport mechanic once I got used to it. You put it to good uses like in that robot fight.
I don't love swinging a sword with the mouse in a browser- but I can see why you did it (and its on theme!). Would probably feel better to me if it was click-to-attack or something.
Anyway- great job!
Love the art style and models. I really like the twin-stick-shooter style with 3d models. However- I found the gameplay a bit frustrating. I didn't feel solidly "in" the world if that makes sense. I think it was due to there being no collision with generators.
Also, the music on the first boss was a bit repetitive for me. I would add a bit more to the loop if possible. It would be nice to have some audio or visual indicator when the rail gun was ready to use- I know the meter is there, but it would be satisfying to have a cue when you could fire.
Overall, this is a solid entry. I'm a big fan of the purrlice.
Nice to see another 3d car game in here. Looks like we opted for the same control scheme too- I was naturally handbraking with Space because it is not muscle memory for me. This was a good entry, I think the graphics of the level and the car really suited the resolution. And the physics felt great. I did feel a little hitching here and there with the web build. But overall, nice work.
Nice one! Sadly, I got plundered. I had a heck of a time trying to hit those smaller ships. I really like the use of the 3d model for the cannon (I think that is what that was?) and I respect the hell out of you keeping the memory of a cherished minigame alive. Also always nice to see a fellow Godot user around.
One tip- you should communicate to players more clearly that they should reload with R - have a one-time popup or something. I had to check the text on the page to see how to get more cannonballs. Anyway- good job!
I was really impressed by this- the core loop was fun and relaxing, I found myself just idly playing for a while. I really liked the fishing / salvage minigame. It worked great. I was also really impressed when I realized you could walk on the shore- though I tried interacting with some huts to no avail. Overall, great work!
This is a fun little strategy loop. I had to restart at one point because I managed to move off screen when the ghost first appeared. I'm not sure how! But once in the game, I found it to be nice and satisfying to plan out my next move. Good use of the resolution too, I think the art works perfectly for 64x64. The shadows behind the sprites really makes it pop. Nice job with the game, I think it is really true to the low-rez spirit. It would have been a great Game Boy game.
Also- I haven't seen a game made with GDevelop before- looking it up, this looks cool!
Wow- thanks! Assuming you're the same GammaSqueeze that makes GammaOS- you do great work! My RG505 battery seems to last forever once I started using it. I'd be honored if you included Plain Launcher in a build- there are still some kinks I need to work out around certain Android builds not playing nice with certain launch intents- I'm going to have a new build up on Github and itch soon once I'm able to do more testing.
thank you for the feedback! It’s not a bug! and perhaps it was too subtle but at half health there’s an audio “nuh uh” cue that plays instead of the possum dropping (so the last phase can’t be skipped) but maybe this is confusing and it would be better if it could be skipped… anyways thanks for the great feedback!
I absolutely adore the vibe and personality of this game. I really enjoyed all of the bosses, and the payoff with Tony at the end was great. The art style is fantastic.
Just mirroring what some other folks have said; a lot of the bosses could just be beaten by tanking the damage and slashing repeatedly without much need to dodge/move around a lot.
I also think I accidentally missed out on any new limbs? I thought they were boss rewards but never quite figured out where to equip them from (either before or after a fight)
Even with that being said, this game is one of my favorites so far.
I really liked the premise of the game and the boss designs were pretty neat. I think it would be nice if you didn't have to quite hover over the pad you wanted to throw at/jump to, but if you're mouse position almost acted as the second point in a line (e.g. you were always aiming at *something*, almost as if it were a joystick)
Regardless, great entry, I really enjoyed it.