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A jam submission

GrievanceView game page

Boss Rush Jam 2025 - Caught in the crossfire of a deadly tournament, you join the fray to right some wrongs!
Submitted by Gulcasa, CZAR (@CzarAudio), Shirogarou, ffao — 12 hours, 14 minutes before the deadline
Rated by 35 people so far
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Game's Take on the Theme
The player character has a 'Spin' move used to deflect certain bullets, each boss has a phase where the controls 'spin' from side-scroller to top-down, and a number of boss attacks involve spinning in some way.

Did your team make the majority of the art and music during the jam?
Yes, all of the assets.

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Comments

Viewing comments 20 to 1 of 32 · Previous page · First page
Submitted(+2)

love the art style and music for this! fun game and wish there was more to play. great work!

Submitted(+2)

very cool, controls a bit funky, but it was good on gamepad except for some weird stick errors, but worked fine on dpad. didnt realise u had to deflect the bullet in the laser part on stage 2, so i was just dodging for like 5 minutes lolll, but beat the game.


after figuring out the movement and mechanics on the first boss it was fun.


very funky music!

Submitted(+2)

So I did manage to beat the first one, but the second really got to me man hahah I almost did get close to beating him - but just couldn't. I'm assuming you didn't do playtests so it's okay.



This particular attack was oftentimes a checkmate. I'm glad to hear you'll be ironing out these kinks post-jam, because the combat here can be really good, combined with your spin mechanic. I also would wish to see if you make it so that I can go to the deflect state instantly no matter what I'm doing. Because I had to like stop shooting half a second prior in order to get a guaranteed parry.

A solid entry aside from these nitpicks! Hope you also had fun making this.

Developer (2 edits)

Thanks for the feedback! In fact we did a lot of testing, although some minor bugs remain because there wasn't enough to fix them. I'm kinda curious why this particular attack was a checkmate sometimes, could you explain please? 

Thanks for the suggestion about the parrying mechanic, we'll revaluate the gameplay aspect  to make it more smooth :)

We had a lot of fun doing this, it was nice to start learning a new engine and creating all of these different attack patterns and other things, it was an incredible learning experience.

Submitted(+1)

Same here! Had a blast as well. I got to learn FMOD and Krita! Question; What engine did you guys go with for this jam? So you did do playtests with other people? My bad.

Let's say I was at the top-most platform, the 3 bullets are in the same order shown in the picture. There was no way I could go down to the ground quick enough without getting hit by the bullet from the platform above the ground. Tell me I am missing something. Because like with Hacker's lasers... they show where they are going to fire. That gives me a heads up, but I don't think you could tell which 3 places the bullets are gonna fire at in advance.

Developer (1 edit)

Wanted to implement FMOD but there was no time hahaha. We used Godot! 

No, only us did the playtests, sorry for misunderstanding your point!

I see, maybe if there were turrets on the wall charging the shots would be a good way to show the path and player movement being a bit faster would help too. We plan to see those details after the jam, but having these details being explained like this helps a lot! Thanks :D

Developer

Thanks for playing, and sorry for giving you a hard time on that one! We did do quite a bit of internal playtesting, but that doesn't really help for telegraphs and the like, because we already know how things work and have an understanding of where to be and when, lol. 

Submitted(+2)

Really fun game! The visuals and style are very appealing, especially the boss's second phase. Unfortunately, no matter how hard I tried, the first boss kept destroying me in phase two))) But I really enjoyed it—great work!

Developer(+1)

Thanks for the feedback and for trying it out! Sorry that you got stuck, it definitely turned out overtuned, from what we're seeing. Looking forward to toning it down once the ratings phase ends and we can fiddle around with it more ^^

Submitted(+2)

I loved the details in the characters. I really wanted to see all of them but I spent 15 minutes losing to the commando guy. The second phase on the first boss is way more fun than the first half. He's animated to shoot so many different weapons. I wish I could have seen the other bosses but I'll have to try another time!

Overall, I think the art is fantastic but I lack the skill to see more of it!

Developer(+1)

Aw, man! Thank you so much for the feedback, and sorry that you got stuck over there. The Gunner could have used more care on balancing and had a few last day changes that made some patterns hard-to-impossible to dodge, so I can imagine it getting frustrating fast. If you happen to still be interested, we're going to keep working on the game after the ratings phase is done, and I'm sure one of the first things out the gate will be a rebalancing on the first boss (and/or an actual difficulty slider).

Submitted(+2)

Very good game! The art is very beautiful! Very fun, I really liked it! I think adding an automatic shot instead of clicking to shoot every time, because that makes me keep clicking non-stop to be able to shoot, and I also noticed that there is little time to do some damage to the boss without having to dodge something! Otherwise, it's incredible! Congratulations on your game!

Developer(+1)

Thanks for the feedback! We planned to add autofire but sadly didn't have time. Yeah, some of the attacks have little window to attack the bosses, we plan to change this.

Submitted(+2)

wow really enjoyed the sfx and the art, feel of the game in general, I loved the second phase of the first bossfight, the hacker fight was cool.

Developer

Thank you for the feedback!

Submitted(+2)

Love the cover art. reminds me of a comic book!

Submitted(+2)

I had so much fun playing this game, and I am a sucker for this type of atmosphere and art direction.

I really enjoy the Spin mechanic, even though it is quite simple it definitely adds a lot to the game, especially in the Hacker fight, I absolutely loved that fight and using the Spin well was essential (obviously to get through 2nd phase, but also during one of the phase 1 attacks). It really felt fun!

The mechanics and telegraphs of the fights were very creative. And every time you "lose full control of your character", it is quite intuitive what you have to do and also very fun to figure it out before it is too late (eg, during zero gravity, and when you have to reflect the last boss's Kamehameha).

Thematic and overall vibe was incredible. Poor dude just wanted a new bike and ended up with a throne... Fantastic!



Developer

Thank you very much for the feedback and kind words! 

I tried going for an aesthetic kinda like "No More Heroes", just a bunch of dangerous, morally dubious people going at each other's throats, haha. Quite a lot of polish and visual effects that I didn't really have time to put in, but we're going to keep working on it after this week. Glad you liked how the Hacker turned out! Being an indirect attacker gave us a lot of freedom in making distinct, wild patterns, hahaha

Submitted(+2)

Fantastic pixel art for a game jam! Bosses were really tough as well lol. There's a few things I would change about the balancing. First, I would maybe make each attack slightly less frequent to give the player some time to run away or attack. Some of the attacks are also really hard to dodge, like the one where he shoots four particles at once with the blue one being the second from the bottom: It's impossible to time this properly since there isn't any variable jump height, and the player jumps way higher than the blue particle for him to deflect. My solution would either be adding some form of variable jump height or have him only shoot three projectiles rather than four.

I also found myself having a hard time with the controls. It feels really awkward using the space key with Z and X. Just make those few improvements and the game will already feel a lot better to play!

Developer(+1)

Thanks for the thorough feedback! I agree on all counts, there was a last minute change on jump height and shot spacing that made that "second blue shot" more or less impossible, and that kinda sucks. Variable jump height is a no-brainer, and I wonder how we got this far without considering that, haha! We'll take all of this into account, for sure.

The game is also playable on gamepad, which should help with the control layout issues!

Submitted(+2)

Fun game! Always loving some shooting platformer :D 

I liked the uniqueness in each boss. Also, the artstyle is pretty good here!

The controls were a bit hard to deal with. Also, although the dodge mechanic was really helpful, I think there was times that it was so hard to make use of it.. Regardless of this, I think it was fun! Well done! 

Submitted(+2)

good game i liked art style

(+2)

Daamn, that Rambo cosplayer is really immortal :D

Good visuals. Loving the sounds and music!

Developer(+1)

Thank you! We were killing him too fast during testing to see all of the attacks, and may have overcorrected hahaha

Submitted(+2)

Really fun game! :O I loved the variety in boss fights and how each one had unique attack patterns. The telegraphing was solid—I always felt like I had a fair chance to react. :) The low-gravity phase in the second boss was a cool twist! Took a moment to get used to, but it felt great once I did. ^_^ The art and character designs were really nice, and the dialogue sequences added a lot of charm! Some extra VFX and sound effects would take this to the next level. :D Also, that spinning laser attack on the third boss got me every time! lol Overall, amazing work! If you get the chance, I’d love for you to check out my game too! :)

Developer(+1)

Thank you very much for the kind words and review! There's a lot that could have been done better in hindsight (and with more time), but I'm glad you had a good time. I'll be sure to check yours out and leave a review once I'm off work ^^

Submitted

thank you and I hope you have a good day

Submitted(+2)

Fun but the controls do feel a bit janky and unresponsive? Its really hard to deflect the bullets so i just did not use that mechanic at all, the boss variety is nice.

The artstyle and the general feel of the game is quite nice. Feels raw, very motherfucking foul mouthed dialogue!

Good game and good job :D

Developer(+1)

Appreciate it! Control jank has been mentioned multiple times too, I think we got too used to it during testing, hahaha.

Submitted(+2)

😄 Oh, so my bosses were tough? Yours are definitely giving them a run for their money! The scripted laser scene with the hacker was... an experience. It had its moments, and while it got a bit stuffy, I can see the effort that went into making it challenging.

Overall, you’ve done a solid job. The core experience kept me hooked, and I’m curious to see how you’ll refine things further. Keep going!

Developer

Thanks for the feedback! I feel like our biggest mistake was not communicating clearly what the abilities do and the way to deal with certain attacks, so it becomes this "die first, figure out why later" thing that can be very arcade-y and frustrating, lol.

Submitted (1 edit) (+2)

Fun game! Really liked the variety in bosses and all the different boss attacks, and I think most of them had pretty good telegraphing, felt like I always knew what the boss was about to do. Especially the low gravity phase in the second boss, was a bit confusing at first, but it feels cool to do! The controls felt a bit clunky, especially the spin, sometimes I spun for a way shorter time than other times, which was a bit annoying. 

The art and character design is really nice, loved the dialog sequences! With some polish, like some VFX and more sound effects, this would be sick

Also, not sure how I was meant to dodge the spinning laser attack on the third boss, always took a hit on that one, but it didn't do that much damage so I was fine. Overall, really nice game!

Developer

Thanks for the feedback! At the start of the spinning laser attack, there is an arrow that will appear at one of the sides of the boss to show which direction he'll spin.

Developer

Thank you very much for the feedback! There was a bunch of stuff that didn't make the cut due to time constraints, like portraits for the dialogue and an entire intro cutscene that introduces the action (main character is just minding his own business and gets his bike blown up by the final boss's grand tournament announcement, prompting him to join the competition and demand payback). We're taking a mental health break for this week lmao, but I plan on keeping the ball rolling after this. 

As for the spinning laser, there's an indicator of where the laser is going to hit and the direction it's going, so in theory you have to stand in the opposite direction and move along with it, but I think the timer ended up far too short and if you're not more or less already on the right place, you just eat the damage, lol.

Submitted(+2)

Great job team!!! The pixel art is really nice, the grievance cover pic goes hard and the background environments and characters are very well detailed and interesting. You nailed the perspective on foreground and background and the scenes have real depth to them. I wish the projectiles matched the aesthetic of the rest of the scene a bit more, I found them to be a little too "retro" to fit the rest of the assets but they do have good contrast with the background so that is a positive. The music is solid and the characters are pretty well written, I enjoyed the intro dialogue sequences. I really struggled with the gameplay unfortunately, and could not do more than a quarter of the first boss' health bar in damage in 6 or 7 attempts. I think his attacks are not spaced out enough and the knockback lasts for too long so if you are hit by one attack sequence it often puts you in a bad position so that when the knockback ends you are in real danger of being hit again. Also, the jump having a fixed height made it near impossible to reflect the blue bullets if they were too low or too high since the jump just went a certain height every time. That being said, I enjoyed the world building you all did: the characters had strong visual identities and personalities developed through dialogue, and the backgrounds had great detail and composition. Nice entry, and keep it up!!

Developer(+1)

Hey, thanks a lot for the feedback! Glad you enjoyed at least a portion of it!

I'm pretty sure we fell into the classic trap of "the testers getting too good at their own game", and for better or worse, I think the first half of the first boss is the hardest segment of the game, some patterns of the wall of bullets, and the walking-while-shooting, are way harder than they had to be. Mashing bullets on that mf and hoping for some of the more lenient patterns is probably the way to go if you (or anyone else) is having trouble, his second phase is a lot more reasonable IMO, hahaha.

Submitted(+2)

The bosses are really good. I enjoyed the art and the visuals a lot. Good job. It is a really good concept. I had a lot of fun.

Submitted(+2)

The bosses in this one are pretty cool, I like the variety of attacks that they have. The pixel art is solid too, although I think the blurriness on some sprites is a little off-putting. My main grievance (haha) with this game is that the controls felt a bit awkward at times and I do wish the boss attacks had a bit more telegraphing/build up to them. Sometimes it just felt like the bosses were pulling things out of nowhere.

Also, it took me quite a long while to figure out what I was supposed to do during the low gravity phase on the 2nd boss. That attack is a cool concept but some sort of indicator for people who haven't figured out the parry mechanic/don't see the random floating blue projectiles would help out a lot.

Anyway, good entry :), would be curious to see what this would look like with a ton more polish

Developer

All very good points, thanks a lot!

Viewing comments 20 to 1 of 32 · Previous page · First page