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snugglypuff

74
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12
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A member registered Oct 19, 2020 · View creator page →

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I really like the style of the game a lot. Only real issue I encountered were a few slow downs on the first time I saw an attack or two and then when I used the dynamite for the first time my game froze. Other than that this is a great entry.

Great game. I like some of the attack patterns. The art is cool. I think I may have encountered a bug on the cat boss where the game froze for a second and made a weird sound when spawning in bullets for an attack. It only happened once so I'm not sure if it was intended.

Fun game. I like the look of this a lot. Only thing I would want here is some more telegraphing on some attacks from the bosses. On the first bosses it could be as small as lighting the crystals on the bosses hands before doing the red bullet line attack. I also like the recharge animation on the dodge, information like that on screen is always a nice touch.

Super polished game. I really like the look of the game and this had some great bosses as well, but a little on the tanky side.

Super polished and fun. Only thing that seemed off was the first boss adds would just run into the boss if I was on the other side. But I doubt trying to setup pathfinding was on your priority list for the jam. But really cool game overall.

Fun game. Changing orbit is a fun mechanic and the boss felt good. Only things I would want is a way to move keys around, not a fan of having the change orbit button be on the same hand as movement personally. Also an option to hold down to shoot instead of tap.

No worries at all. Just thought I would let you know!

I really like the polish here. SFX and visuals were really good. Loved the shaders. Unique gameplay as well. Solid entry.

Really like this one. The sfx and visuals are good. I think I ran into a bug. After dying I think I was supposed to pick up a weapon again, but neither left or right click was working so I couldn't break the box.

Fun game! Boss attacks were telegraphed which is always much appreciated. I think I ran into a bug where the slot machine UI doesn't get off my screen and the play resumes. It happened after I got the uzi if that helps.

Very pretty game. I think my main critique outside of the bugs is that when you defeat a boss, the attacks and boss don't immediately stop and you can die to an attack after the boss dies. Might be nice to keep track of the attacks and kill them when the boss dies.

Thanks and rated your game as well.

Rated and commented. Here is my game: https://itch.io/jam/boss-rush-jam-2025/rate/3289447

Fun game. Visuals and sfx are good. Good take on the theme. Health bar for player would be nice. I see in a different comment you're showing it with the leafs, but I didn't notice that till now.

Rated and commented. Here is my entry: https://itch.io/jam/boss-rush-jam-2025/rate/328944

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Fun game. I liked the art and sound design. Bosses were neat too. Game felt on the easier side, but that is good in a jam setting. Would be nice to hold a button down to shoot.

Looks super polished. I liked the visuals, music and sfx a lot. Main critique I have is maybe having more information on screen during combat so I have more context to figure things out. But that could just be me.

Fun game. Better telegraphing on attacks like hakl04 said would be nice. The game also was pretty loud. I would look into using Audacity(free) to normalize the sound assets down and maybe include a sound slider.

But overall it was fun, good job!

I really like the spin mechanic here. Takes a little bit to get used to but it feels good after some practive. My main critique for your game would be to let the player retry bosses after they die. In a normal game I get that this is a roguelite and you should go back to the start and spin the wheel to get different items. But for a jam game generally you just want people to go through your game without hiccups so they get to the end.

Overall I liked it though. The telegraphing on the first boss was really good. I didn't quite understand some of the mage bosses mechanics which is probably why I died twice to it lol.

Fun game. I liked the variety in the bosses. First jrpg game I've seen this jam which is cool.

Fun game. Controls felt good and the boss having a broken screen for phase 2 was a nice touch. My main critiques would be: I'm not sure what was going on, but I got teleported to the boss randomly. Clicking for every shot is a lot, maybe look into making it fire on an interval while the button is held down.

Fun game. I liked the spin mechanic and how you control the player with the mouse. Bosses are good.

The game seemed a bit loud when it first started. Might be nice to offer a slider for master sound and start it low. Also, I'm not sure if you did this or not, but normalizing your audio would also help. You can get Audacity for free and then run the music and sfx through the normalize tool to bring them all in line with each other.

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Interesting mechanic. Had fun trying to position the pivot point. I think my main wish is that there was a restart feature. Not sure if its just me, but when I die the game goes black and I don't see anything else.

Fun game. The movement was a lot of fun. My only wish is that you could influence the movement a little in the air, but it probably makes more sense that you can't. This is definitely a good start.

Pretty fun game. UI looks great. Art looks good, the one font with the dots is a little hard to read at times though. Similar to Leyza, I ended up mostly running damage slices. 

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Thanks for the feedback! Yeah I definitely should have telegraphed that bullet attack better. Maybe show a charge up animation  there or something. 

I'll keep that in mind for the jump. I think originally I had a platformer in mind and my lizard brain just thought I needed a jump. I probably should have turned it into a dash.  If I decided to continue with this game or something similar and some sections didn't rotate, the jump would actually be needed and would probably get tuned to feel better for platforming. But in the context of this jam is should have been a dash I think.

Thanks for the feedback! I mentioned above in another reply that I probably should just redesign the melee attack or scrap it. It had a place at the beginning of the jam, but as the game evolved it fell off.

As for keybinding, that was one of the major things I wanted to add to this jam so I'm happy people like it. I'm also looking to add this into the mix https://github.com/univeous/Input-Action-Prompt-Icon-Font. I think it was GM637 that linked it in the discord, but it looks neat

Thanks for the feedback! I'm wondering if the melee attack did more damage and/or the buff it applies did more it would fix this or maybe not.

After reading your feedback and VoidChair's I'm thinking I could have redesigned it to be a boomerange type attack where if still allows you to keep the healing buff up on the boss, but you lose the beam while the wrench is out of your hands. So its better to be in melee when you can. Or just remove it lol. 

Pretty fun. The mechanic was great for the theme and felt great to play after getting some practice. I got stuck on the broken canon part for a little until I focused on not letting it get to me. I'm not sure if the guard was supposed to do anything, but he kind of just ran at me and jumped on me doing no damage.

Playing your game now. There is my game: https://itch.io/jam/boss-rush-jam-2025/rate/328944

Thanks for checking the game out. Would you mind expanding on why the mehcanic is disorienting? I was worried that this might be the case.

Do you think it could be the speed of the rotate ( should it be slower? ), the character position moving after a rotate ( should I have the camera attached to the player instead of the room so the player is always followed? ) , is the character not easy to visually track and you lose it after the rotate or maybe something else?  

Reason I'm asking  is that I'm thinking of moving forward with this concept after the jam and want to make it easy to follow.

Fun game. Art direction is sick and the character controller feels good. The first two bosses were good, but the card boss felt like the cards might be a bit too tanky for me. It's probably user error, but it seemed like cards took a lot of hits to take them down and then you only got to hit the boss for a short time after that. Seems like with how much health the bosses have you could get away with 1-2 hits into a card.

Fun game. I really liked the art direction and how impactful everything feels. Main issue I'm having is probably because of playing on browser, but it feels like the hit boxes are not really generous. Like it feels better to run from the first boss or stand still instead of moving towards it because of the hit boxes. The second boss is fun. I liked the parry mechanic.

Fun deckbuilder and good use of the theme. Main issue I'm having ismousing around the game area. I would love if you could just free mouse around instead of it trying to guide you.

Here is my game: https://itch.io/jam/boss-rush-jam-2025/rate/3289447

I'm going to get around to rating games once I get home. Adding your game to the list.

I'll check your game out later tonight. Linked my game in the comment below yours.

Here is my game: https://itch.io/jam/boss-rush-jam-2025/rate/3289447

I'm going to get around to rating games once I get home. Adding your game to the list.

Thanks for checking the game out! Sorry that there was a bug. I'll go check that out now. If its any consolation, the other fish turn-in endings are all basically the same. The other ending happens if you catch the red fish, you get a different option at the end of the game.

Thank you so much for the kind words!

For #3, I'm using playfab for the leaderboard and its not too bad to setup. They had an asset package for unity and most other popular engines.