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ChewieCB

11
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9
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A member registered Mar 11, 2020 · View creator page →

Creator of

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- The art style is great, love the character design specifically they all have a lot of personality
- The juggling balls being a vampire survivors style auto-attack is a nice thematic take on the theme
- I'd have liked to see a bit more attack variety in the first boss
Great job this plays really well!

Just checked out and rated your game, nice work! Would appreciate some feedback on mine: https://itch.io/jam/boss-rush-jam-2025/rate/3219230

- Effective, clean graphics
- Lots of juice to make the core clicker mechanic feel good
- Ramps up in intensity well, doesn't start off too hard but by the final boss I was sweating haha

Good job!

- Nice art and environment design! Felt consistent, polished, and well put together
- Rotating the map is a fun mechanic, gave the fights a more frenetic feel as you have to watch where you're going and think ahead a bit more
- Would have liked the camera to lead the player a bit more so you have a better indicator of any dangers in the way, found myself falling into obstacles a lot with little warning
- Would be interesting if you could damage the first or 2nd boss (when the shield is down) by kiting them into the hazards the player has to navigate over
- It's been said in other comments but +1 for adding a mini-map to make the navigation a bit more focused

Great job!

- Love the visuals, this felt really polished and the fact you managed to produce enough art for a CCG in a month is impressive!
- Rotating the deck for tactical positioning was a fun mechanic, good use of the theme to vary the core card game mechanics
- Would have liked an interactive tutorial to walk through the mechanics a bit more slowly, took a while for everything to fully click for me
Overall a really impressive entry, art style is interesting and consistent, gameplay is engaging and has depth - would like to see this expanded into a full release!

- Love the art style, especially the devil/jester game over screen, the slot machine boss looks great, the UI, aand the environment design is also great
- Placing bets on the roulette wheel is a cool way to vary the fight mechanics beyond the core move/shoot/dash, would have liked some audio/visual feedback when placing a bet though - I like the chips sliding over but the delay can feel like it has frozen for a second without feedback
 - Found it quite hard to hit the roulette ball with the shooting locked to up/down/left/right, would have preferred it shoot towards the mouse or something more controllable when the boss is moving a lot
- Liked the variety of switching from top down to side scrolling/platforming for different bosses, gave the fights a more unique feeling
- Some visual/audio feedback when the projectile hits the boss would improve the feel a bit

Great job overall!

- Nice asethetic, simple but clean and consistent
- Platforming is quite hard, coyote time would make the jumping feel a bit more controllable

- Always appreciate a Linux build <3
- Physics felt good, boss had weight to them that felt threatening
- Took me a while to figure out how the dash works, it's clearly written in the tutorial tbf but I think an interactive tutorial would help onboard the player a bit better
- The circle/weak spot mechanic felt very hard to line up but it was super satisfying when you did get it
- Awesome music, very energetic
- Fun art style, love the boss art and dialogue popups mid-fight and how the menu art changes depending on the selection
- Good boss design, each boss had flavorful attacks that felt unique and thematic
- Minor bug - the volume slider in the menu lets you crank the volume up waaaay higher than max which causes the audio to clip/deep fry
Great job!

- Love the visuals and sound, really solid work everything felt on point, polished, and fun.
- The menus and UI were well designed and the tutorial was clear.
- Boss designs were fun and varied, the idea of rotating the bosses in and out was an interesting one kept things flowing nicely
- Found the controls very hard to use, felt like I was fighting the controls most of the time and it throws you in the deep end immediately in terms of speed.
Great job, this is really impressive! Just needs some slightly more forgiving controls imo.

- Wow this is super polished, the art style is great, animations are nice and juicy, and the auto spin effect looks very cool
- Main attack mechanic is unique and interesting! Love how the different weapons have unique feels to them it really expands on the core attack control idea well
- Felt like a big difficulty jump between the first and second bosses
- Well thought out boss design, each one felt unique and had it's own flavour and style of attack.
- Music fits the areas well, well mixed, boss themes are very energetic and the hub area chill music is pretty
- Deflection was a fun mechanic, found it hard to juggle dodging and auto-spinning but the shared stamina does stop it from being too overpowered
- Love the phase changes for the 3rd boss, kept things ramping up and interesting, the pentagon was absolute madness had me gripping my mouse haha
- Adding a 4th weapon after playing is a nice touch, great incentive to keep playing
- Encountered a small bug on the 3rd boss with the boss getting stuck/stunlocked and unable to fight back but not super frequent

Overall amazing job this is super well designed and well made!

- UI transitions were smooth and thematic really liked that
- Nice art style, everything felt very consistent with the audio vibes as well
- I really liked the depth of being able to move closer/further away, I initially thought it was a side scroller but the added 2.5 dimension to the movement was a nice touch
- The ball attack felt a little unintuative around which direction it was firing, I'd expected it to aim in the direction the mouse is pointing relative to the character instead of being tied to the character movement
- Would have liked an indicator of how many hits/health the player had left
- The lights around the wheel breaking as you do damage is a great way to do the boss health, love the diagetic approach to UI there
- The telegraphing of the hand attacks is slightly too hard for me, I appreciate the buildup of the hand following you or the shadows looming but a visual/audio cue right before the attack is about to start would make it a bit easier to avoid imo
- Love the environmental effects on the wheel as the fight goes on, I only ever seemed to get the frozen floor one though so the randomization might need weighting or tweaking a bit there
- The bonus round between phases is a fun way to shake things up!