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Volcanolord

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A member registered Mar 01, 2021 · View creator page →

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I like the style and sounds of this game a lot!

The core combat is actually really punchy and satisfying to play. I particularly liked using the shotgun.
I'm not really sure this can be classed as a boss rush when it has hordes of zombies in-between bosses like that. It kind of just feels like a normal fps game, also the spin mechanic I just found to not really be useful 90% of the time until the third boss requires you to use it to stun them.

I couldn't beat the third boss either because by the time I'd spun around they shredded me with the black hole(?) attack that I couldn't even really see and I'd just die in a second.

I would've liked it more if it was just boss after boss and you could spin the gun instead of your whole character since it got very disorienting but maybe I'm just not that good at 360s. 

Honestly if you just ditch the boss rush thing and maybe rework the spin mechanic this would probably be a pretty fun complete boomer shooter.

Definitely a fun skill based game. I liked the fact the bosses have a different variation on the same music theme but they got a little repetitive after attempting the same boss for a while. I actually quite like how hard it was but the boss with the missile that freeze you in place and the bullet spam seemed to have way too much health for a fight you can only reasonably attack a few times safely. Also picking up the boomerang bullets was the worst decision I ever made they're completely useless and basically only helped me slightly cheese the clone fight.

I definitely respect the amount of variety each boss had. Each felt very unique from each other and made me have to work out how to best approach fighting them.

Fun game, I like the charm of it. The dialogue is silly and that's always been my favourite kind of dialogue for jams like this!

The gameplay was fun with attacking building up the spin meter meaning you have to be somewhat risky but can then use it all at once to nullify a hard attack.

Unfortunately I ran into quite a few of the common bugs so I didn't get to the end but I enjoyed what I played!

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Heres mine: https://itch.io/jam/boss-rush-jam-2025/rate/3293515
I'll check yours out, thanks!

Really nice art style and a cool concept for a boss fight. 
I think the only thing holding it back really was I struggled to figure out how I was supposed to dodge when I got to the end of the pillar. I pretty much just won by going up and down slowly while still avoiding stuff and always getting hit when I hit the top/bottom anyway.  The music is also sick by the way, definitely made the overall experience much more dramatic.

Good game!

Rated! Here's mine:

https://itch.io/jam/boss-rush-jam-2025/rate/3293515

Thanks!

The controls definitely threw me for a loop at first but once I look in the description it was fine. I think it may be too hard too fast as you can lose most of your health in a few seconds of the fight and just have no hope of surviving the next few minutes. Some attacks were very hard to avoid like the dice dashing left/right if you're already close to it attacking. 

I really quite liked the retro styled music and sound effects and the sprite work is nice.

The roulette effects just pretty much killed me every time I got to them, like adding the fatigue state to the character felt like it made it practically unwinnable.

Nice game though but yeah a difficult mode would be nice to see in the future.

Was a fun time. Not entirely sure if it can be classed as a boss rush really but it was certainly a unique concept in this game jam. Probably the only clicker type game submitted!

Only real issues I had were the UI being a bit overwhelming at first and the talents having such long cooldowns they almost didn't seem worth using, but I get it's supposed to be left on in the background while you do something else.

Also holy crap I did NOT expect the city area to actually be implemented as well. That's a load of content for a game jam I'm actually impressed.

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Interesting concept having the "spin" be spinning around the interior of a lighthouse. 
I found it a little odd that there was nice ambient background music in the main menu and then just wind sounds when I got into the actual game itself. 

I found the gameplay to be quite boring as it was just using the same attack against enemies that all die in one hit, then getting hit when an enemy spawns in front of me and behind me at the same time until I just kind of died due to how long the lighthouse is and seemingly not getting any healing items. It's not really clear what the items did at all to be honest besides the one which is just a big red shield.

Would have liked to have got to the actual "Boss" part of the game but I didn't really want to climb up again.

The players hitbox is the little red square, are you sure it was hitting that and not the sprite around the box? I know it's a little confusing the way it was presented but I didn't have time to add a proper tutorial for it.

The character models and visuals are very detailed and very unique in this jam. I like the idea of hitting back enemies into the boss to stun him but I think the control scheme is really holding the game back. The movement is all fine but why would you make the attack button J? it felt extremely unnatural and made moving and attacking extremely difficult. I would suggest just making it the left mouse button or even space bar would be better. 

I couldn't really work out how to damage the boss most of the time as sometimes knocking enemies back would ground it but sometimes it wouldn't seem to do anything. 

I do like the idea of having different characters to choose from that have their own benefits. It also feels really good to chain hits together on the different enemies.

Cool game, with a bit more polish could be a really good time!

Very flashy game. Honestly one of the games that might need an epilepsy warning.
Personally I thought the chromatic aberration effect would bother me but I got used to it pretty quickly. The flashy visuals are definitely quite impressive!

I liked the music but most of the time to ship shooting sound effect would completely drown out everything else. The boss variety was good although some of them felt quite similar to each other. I personally liked the first boss more and would have liked to see more bosses in that style where you have to exploit a weak point or ones where you shoot straight up.

Any boss with the laser attack just seemed to be entirely luck based because I could not see how it's possible to avoid that attack as it just locks straight onto my position no matter what I do. 

The health regen mechanic was also interesting, I like how it makes small mistakes like hitting rocks forgiving but I felt like it meant the only times I died were from going from 100 hp to 0 instantly, or from the unavoidable lasers that do loads of damage being spammed at me.

Was a fun time though.

Cool game. I liked the simple sprites and animations and the music/sounds were fun to listen to.

Definitely an interesting difficulty spiked going from boss 1 to 2

Boss 1 was really easy until it got to the attack where she suddenly shoots out 1000s of bullets at once. So many that the game engine started stuttering and flickering lol. Boss 2 was actually quite fun but it was hard to tell what was going on a lot of the time with the panels underneath me. Also the things that shoot bullets that are the exact same colour as the ground were really annoying to deal with and dodge because I could barely see them, especially when multiple spawned at once.

I found with Boss 2 I just had to be super aggressive circling around the shield and shooting into every small gap it gave me to actually win, and even then I barely managed to win on a sliver of health left.

I like the intro. Really gets you excited to play the game.

For some reason for me the sound effect for the dialogue playing was way louder than the rest of the game.

I think this is the first game of played with a focus on platforming stuff, and the elements puzzle is a really cool idea and well implemented. I found it kind of hard to tell what I was supposed to be attacking when the wheel defender showed up since a lot of other obstacles spawned at the same time that also just looked like a spinning orb.

Cool game!

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Very ambitious project to try and do in a month.

As a user of unreal engine I noticed a few things immediately, namely the motion blur and lumen scattering issues. My personal advice is to just absolutely disable lumen as it just looks gross in my opinion. Also the heavy motion blur could do with disabling too.

The shop system actually seemed pretty cool but I only got to use it once before the next boss killed me and my only option was to close to desktop. 

The character models and music were great but could have done with some smoother animations for the attacks of both player and boss.

I feel like this was definitely a victim of scope creep but I respect the ambition, and with a few more months it could shape up to be quite a good game!

Heres my game if you'd like to take a look

https://itch.io/jam/boss-rush-jam-2025/rate/3293515
I'll check yours out too!

Nice little game here. 

The ability gambling was really cool I like how you added interesting things like time stop and homing bullets.
The gameplay of gambling until I got a good build was fun and fits the theme well.

Would have liked to have had any audio but the core game was fun. More bosses would have been nice too.

Fun!

Fun game there, Here's mine if you have the time. It's not too hard to get through

https://itch.io/jam/boss-rush-jam-2025/rate/3293515

That was a lot more fun than I thought with a simple idea like that!

I got to 103 score before I died. I probably would have got further but I had a lag spike in the middle which was probably my fault due to wallpaper engine changing in the background. The music and small shaking animations of the boss and shapes really make it feel exciting to play. 

I love the word Scroid.

The game is obviously quite early in development so I won't be too harsh on the gameplay, only thing I'll say is it seemed a bit unfair when I'd get an enemy that hits me when I'm crouching and an enemy I have to crouch for appear at pretty much the same time. The idea of just having the up and down scroll wheel to move is actually really cool though! Has a lot of potential with that.

The style is also really to my tastes with the GBA/SNES kind of visuals and music.

The concept for this is so cool! The way you have all the discs in a row and swap between them to play out different character animations is actually genius! 

The boss has TOO much health! I would have liked to try and beat it but going back to the first phase where it's really easy again for what feels like 5 minutes every time made me not want to go back after getting to phase 3 once. 

The UI at the start was quite rough to look at since it seemed to be massive and quite low resolution, but stuff seemed fine when I got into the game itself.

The actual in game art is really quite cool and I'd like to see the concept done in a bigger game with more time to polish some of the background details etc. 

Nice game!

My game https://itch.io/jam/boss-rush-jam-2025/rate/3293515
It's a simple bullet hell but you have a good amount of health so it's not too hard. I appreciate the time to review it

Very fun concept, I like the idea of 2 people getting into an argument about audio equipment and just throwing them at each other.

The game starts off very quickly after getting into the fight which caught me a bit off guard at first, it wasn't always that clear what I should be crouching to avoid or what I should be blocking at the start. Like I tried crouching to cover from the lasers but took damage from it. But I was thinking it'd be aimed at me so if I ducked it would avoid the lasers entirely. 

The music is catchy and keeps it from feeling too frustrating after dying. Obviously would have liked to have seen more bosses than just the one but what was there was fun.

Only real issue with the game I found was sometimes I would try and block after getting ready to throw a disc and the block wouldn't come up after pressing right mouse so I'd have to do it again. I imagine this is some sort of trigger issue where it's locking me out from blocking during the throw animation but it feels like I should be able to hit the block input a little earlier in the animation of putting the reel away and have it register.

I look forward to seeing more!

Gonna play yours, here is mine 

https://itch.io/jam/boss-rush-jam-2025/rate/3293515

LETS GO GAMBLING!!

The Cutscenes are actually fantastic I loved the boss intros so much. Weapon variety is great and helps replaying fun. The old people were definitely the hardest boss since they'd back me into a corner and kill me with booze (insane sentence). Gambling for stats is also a cool mechanic since I ended up with a slow attack that did a load more damage just by gambling!

I really like the pixel UI and simple music. Having multiple difficulty options is great.

I had a hard time telling if I was actually doing any damage, having a boss health bar would be nice. I couldn't seem to kill the first boss even after shooting it for 3 minutes straight, not sure if I was supposed to be shooting the heart under the tentacles but I couldn't seem to get to it no matter what I tried.

I also like the inclusion of multiple different weapon types!

Really love the art style and the music. All the animations are really fluid and well telegraphed which is important for a game like this. The bosses each felt like a nice gradual step up in difficulty.

I think the last boss had a few animation quirks like the hands snapping into place quite suddenly. I also initially expected the game to have I-frames but it not having them was something it quickly got used to and it actually made it more of a fun game of getting distance rather than perfectly dodging attacks. 

I liked the spinning around mechanic a lot as keeping the spin going in the middle of combat was a nice thing to have to manage while also dodging. There's also a good amount of feedback from doing damage / taking damage. it feels satisfying to spin into a boss and do loads of damage.

Very fun game! Would love to see it maybe developed into a bigger game down the line!

For some reason I had an issue where the audio was insanely compressed and loud. I usually use the Brave browser so I swapped to Chrome but it was the same situation there so I just decided to play the game muted, so sorry to whoever made the music. 


The game was actually quite fun, however honestly I feel like it would have been interesting enough of a concept without the bullet hell aspect of it as it was kind of overwhelming and I ended up just getting stuck falling over and losing all my ingredients. 

The actual mechanic of rotating conveyor belts of ingredients is actually cool and I like that it gives you the risk reward aspect of having to go further to reach the coffee machine from the right conveyor, so if that has the ingredients you need it's more of a risk.

It might just be me but it wasn't very clear that I could put 2 coffee mugs on the counter at once, so I thought I wasn't able to put my mug down but then I realised I could put it on the other section and then was confused on why I got 2 mugs out of it. 

Also not sure if I missed it but I only learnt there was a dash move on the game over screen. I would have probably played more but every time it restarted all of the audio settings reset

I want to say I really like the artwork and effort that's been put into this. Attaching an artbook to go along with the game is a really nice touch.

The music once you actually get into the game is really good it just felt a little odd that there's no audio at all until you actually get in. 

To be honest it's a little rough around the edges and clearly needs a bit more time to finish up properly. There's no real feedback on whether you or the enemy gets hit by an attack at all. It took me like 20 seconds to even realise I was doing damage to the boss at all before I noticed the health bar on the bottom right going down.

The actual concept itself of fighting while dodging stuff on the disc that's spinning around is really cool and I could tell while playing that it could be fun.

Somehow I managed to clip off the side of the disc and wasn't able to get back on so I had to restart the game.


When I defeated the vampire boss the game just stopped giving me new bosses so I'm not sure if that means I won or if it just bugged out somehow. I also noticed quite a few effects where the enemy just had a big default square attack and a few of the particle effects didn't look finished. 

A custom font and UI elements for the buttons at the start of the game would go a long way as well. You've already got custom UI for a lot of other elements so it would tie it together well.

Overall It's a good concept and I would like to see it fully realised with more time!

This is probably the goofiest idea for the game jam I've seen, I love it. 360s will always be cool.

Really nice splin2D animations and enemy designs, really reminiscent of girls frontline. 

The cursor being visible in game threw me off for a bit at first as I wasn't sure if I should be using that to somehow aim the shots but I pretty quickly figured out it's just tied to the characters rotation. It's such a simple mechanic that ends up having a lot of depth as you can use it for bouncing around the arena dodging attacks as well as just attacking. Really satisfying to use.

Not sure if it was intentional or not, but I started the game with all 3 missions available from the start. I'd also like it if the player could start off after retrying a mission having already been dropped off the helicopter. it's a really nice animation but having it play every time you retry gets a bit irritating. Also naming tagging "Boss Rush" on the helicopter is a funny little detail I liked.

Good game! I really enjoyed playing it!

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I really like the art style you went for here, it fits the tron cybergrid idea well. 

Each boss having their own sort of mechanic was cool and helps the game feel interesting. The reflect is quite satisfying to use and feels good when you can reflect a large group of bullets into a boss all at once.

Personally I found the crab boss to be the hardest as it got really aggressive at low HP and sometimes it felt like if I dodged through one attack he'd just follow up right away with another attack I couldn't react to. 

The train boss was very interesting mechanically as I had to play it quite safe to get him down. I think that boss took me 3 minutes on the attempt that I killed it. 

For the core boss, there was an issue where the shield pylons weren't flashing red or anything when I hit them so I think that might confuse some people into not realising what you have to do there. 

Overall was a fun time! It would be interesting to see what high scores people can get.

First I want to say the UI is very nicely put together. I love all the smooth animations that really make it feel properly polished.

The art is also really high quality and I like that each of the suits designs have a unique aesthetic.

Gameplay was an interesting one, I was quite overwhelmed at the start as I didn't realise the bosses would keep doing things while the spinner was stopped so I panicked thinking the whole board was almost entirely red so I would have a much harder time winning. Also for some reason the first time round the coins didn't show up on the first boss (I'm still not too sure what they did anyway).

Once I got to the second boss the first time I realised you can just use the enemies abilities against them by waiting for them to turn lots of the board black before stopping the wheel. Spades pretty much died in one turn thanks to this since I just waited for him to flip the board and did massive damage to him. It sort of feels like I should have been the one using the abilities that turned the board black, even if it was only from a visual standpoint that the player shouts out those abilities. It seemed strange to me that the boss would be helping me out.

Speaking of abilities, I found the ASDF abilities to be completely useless. Why would I want to reverse the spinner or flip the board when I'm the one using the spinner? 

Also with the mechanic where waiting longer is supposed to speed up the spinner it only seemed to speed up once and then remained at max speed even after I stopped the spinner and went on to the next spin. So it wasn't really ever worth not just waiting for the maximum multiplier bonus before stopping. 

Overall I had a good time with it and really enjoyed how polished the whole experience was. It's also an interesting idea for a game that I'd like to see worked on more!

I really like the style you're going for here. the music and visuals are all nicely made. I especially like some of the enemy sprites/ player character designs, and the 9 lives gimmick is a clever use of the character design being a cat and trading their lives around.

To be honest I could not stand the combat, it gives almost no feedback to what the enemy is doing and feels like I might as well just roll 4 dice and see if me or the enemy instantly dies. I also somehow one shot both enemies in the last area while on my last life just by using guard and then 4 breaks. 

It feels like the combat could have worked better if there was some indication of what the enemy was going to do, maybe if you could see the first few moves they would pull out, or if it started off with less actions than instantly throwing 3-4 of them at you, meaning with bad rolls you can lose the first battle in 2 turns without knowing what's going on at all.

As others have pointed out too yea, the text moves by far too quickly and while gameplay is still happening so I pretty much gave up reading it after the first corridor. I usually dont have too much trouble reading quickly but the font used tripped me up enough times to just not bother trying.

Also just a small note on the models: You should use a custom material rather than unity's default material settings, as it makes everything have a bright plastic-y glow by default. You'll want to set the material roughness to much higher than the default to get rid of that.

Thanks for playing!

About the running sections, they're actually designed in a way that if the enemy can't see the player they gain a really large speed boost to make sure the player always has the feeling they're right behind them, but their actually movements arent that fast when they're close. In the third chase particularly the section at the end is definitely the harder part since whenever you turn the corner the enemy will quickly boost to the corner you just turned around, which really added to the effect of being close to dying. 

Far as I know i've not had anyone ACTUALLY struggle to complete the chases, as you said maybe one or two deaths on the third chase but other than that I think it's balanced enough to feel intense and close without actually being frustrating. The first chase is also extremely slow when close to the player, since it's the first chase the player encounters so I didn't want it to feel unfair to suddenly have to start running super quickly to escape. I think you can actually just auto-walk and still escape from that one.

And yeah I figured out the 4th levels encounter rate was actually a mistake on my part setting the encounter rate to 50% instead of just the escape-chance to 50%. oops. In a way the pray to light mechanic is kind of intentional as a reward for good situational-awareness, but it definitely might be too strong

Thanks for the feedback.

You know i'm actually only now realising why everyones been saying that about the last area. Turns out I think I accidentally made the encounter rate 50% while changing the base escape chance in the area to 50%.  Every other area in the game is set to 30.  I do think I could have also put a few more lights around the items to make them more worth picking up. 

In a way I expected the chase scenes to be quite a surprise for players, that's why there's always a save point right before them most of the time, so if you get caught out the first time you won't lose anything.

Thanks for the feedback.

Very nice pixel art/low poly assets. Really liked the consistent style of everything and the shadowy figures appearing. However the lack of any kind of saving combined with the kind of slow movements outside would definitely turn some people away from finishing it. Personally if i'd died outside before the end I definitely would have given up. 

I found out the final room with the blue orb has no collisions so I used that to go out of bounds and skip back to the room with the magic circle since I was so low on sanity I don't think i'd have made it there in time otherwise.

The lock picking minigame/defend your sanity minigame was a nice addition and I suppose the only thing close to combat here but it works, however I would have liked it if sanity didn't drop in the lockpicking sections as it can be kind of rng how quickly you can get through them.

Overall I enjoyed it though!

Honestly i'm not sure what was up with the shark, it seemed to appear at the start of the area then float off the map, then sort of floated around randomly and ended up in the room outside the captains quarters where one of the banshee's also followed me. I didn't kill the shark the first time since I kind of assumed it was a patrolling enemy I'd have to avoid based on it's movements. 

The comment about difficulty definitely makes sense, and I agree with you it's better to have an easier game for a jam like this. my own game kind of has that "fault" with being too easy as well haha.

Also makes sense about the map, I find there's always going to be something that suffers from the time-limit in a game jam and the maps probably one of the more acceptable things to be a bit weaker here. 

Probably the tensest entry i've played so far. Very good use of atmospheric sounds to effectively give off the feeling of being buried deep beneath the sea in a cramped ship. 

The dedication the ps1 styling is really nice, and definitely helps it feel like a polished and completed package. I didn't really run into any bugs or issues besides the gun being removed after switching levels (although that didn't really matter). One thing I can say is that it felt quite easy up until I got trapped in a room with a banshee and a shark which was right at the end, but I came out of it alive so I guess that was like the final boss.

Personally I would have preffered it if the map didn't show any locations until you entered combat, it kind of ruins the suspence if you can just see an enemy on the map waiting there for you to turn around the corner.

Very solid game!

A shame you couldn't get the gameplay done in time, because the art is really high quality! which to be honest was probably your downfall, too much time on the art/making it look nice not enough on gameplay but, it's a common pitfall for a game jam. 

I will say, for what little combat I got to do was a fun idea of having many different abilities of each party member you can all use on cooldown, on use items and everything like that, but after  a couple encounters the enemies sort of just stopped attacking/being able to be hit.

Also I noticed the use of unreal 5 as the virtual shadow map flickering was straining my eyes. you might want to look into how to disable that for now. What I did for my unreal game was to set shadow maps back to regular shadow maps in the settings and force dynamic lighting as well. Keeps the quality shadows you want but prevents a lot of the issues unreal engine has at the moment.

Also since it is unreal engine 5 this game is quite rough on the optimization, once I loaded into the main area my graphics card was hitting 95% usage and that was even after I changed the FPS cap to 60 in the nvidia control panel, when it defaults to my 144hz monitor refresh rate.

Interesting game!

I enjoyed the fast movement letting me zip around the levels collecting loot.

The combat however, I feel was very unintuitive. I kind of understand it now as the last gem/focus being set to either heal or attack but I have absolutely no idea how i'd tell what the other ones did. I pretty much just set it to whatever gems i'd collected most recently and hoped for the best and then just left it there until they ran out, which seemed to do the trick? 

I was also not really sure what to the objective was until I randomly got stuck between the boss enemy and a wall and then found out the enemy with a red glow has to be killed to move on. After getting that down I didn't find it to be any worth to fight enemies and they were pretty easy to avoid since they rotated/moved very slowly.

I feel with a bit more polish and a better explanation this could be really good! I'm guessing the different gems could do different abilities but the presentation doesnt really make that clear, at one point the enemy threw some "zzz"'s at me, so I assume I slept it somehow? Maybe some kind of description in the inventory to show what attributes each gem adds would go a long way.

also probably worth noting this game was HAMMERING my GPU for some reason, like using 88% capacity of my 1080ti, not really sure what could be causing that as usually godot games run fine.