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.
snugglypuff
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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.
Rated and commented. Here is my game: https://itch.io/jam/boss-rush-jam-2025/rate/3289447
Rated and commented. Here is my entry: https://itch.io/jam/boss-rush-jam-2025/rate/328944
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. 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.
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.
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.
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.