Some time ago, I was fascinated by jojo, and I thought that if I put this element in a platform jumping action game, it would be good. In my spare time, I used unity mcp and Claude vibe coding to hand rub a small level demo with a level Boss. The playable demo should itch at that point. I hope you enjoyed it.

A fast-paced 2D action platformer that rewards aggressive combat, precision execution, and deadly risks. Step into a grim, dark-fantasy world and take on the ultimate test. 

This is a high-stakes Boss Fight built as a tight vertical slice. Every swing matters, every mistake is punished, and every victory is earned.

KEY MECHANICS

  • Aggressive "Toughness" System: Standing still will get you killed. Play aggressively to break the Boss's posture and balance, opening them up for massive critical damage.
  • Paradox Time-Stop (Q): Freeze time to reposition, escape deadly bullet hell, or setup your next sequence. But beware—stopping time requires sacrificing a chunk of your own life bar. Use it wisely, or shatter your own heart.
  • Evasive Dash & Backstab (Shift): Dash through the Boss's physical collision to get behind them. Combine this with the time-stop for the ultimate backstab.
  • Death From Above (E): Leap into the air, step on falling projectiles, and execute a crushing downward plunge.

VISUALS & AUDIO

 CONTROLS

  • A / D: Move Left / Right
  • Shift: Speed movement
  • Mouse Left Click: Normal Attack
  • Mouse Right Click: Uppercut Attack
  • Q: Time-Stop (Costs 1 HP Block 🩸)
  • E: Slam Attack (after uppercut)
  • Esc: Pause / Menu
  • This game is a passionate, solo-developed project focusing heavily on fine-tuning combat pacing, enemy AI behaviors, and visual polish. Built with a modular technical architecture using Behavior Designer.
    Feedback is highly appreciated! Good luck

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