I really dig the simple monochrome graphics, and you have great feedback when clicking an enemy!
That said, I think the lose condition is a little unclear. I see you lose when the circle closes around you, but I while it was still pretty big.
Awesome job!
Matt Chandler
Creator of
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I love the sound effects and screen shake hit effects, nice and juicy! The pixel art in this game is really great as well!
Two pieces of feedback: I think the boss needs to telegraph when they are going to charge. Right now unless you're constantly moving it's really hard to avoid. If you ARE constantly moving it seems like the speed is uncapped, if you hold left or right you'll get up to incredibly speeds and it bugs out the visuals.
Awesome job!
I'm giving yours a look now, here's ours!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
The parry in this game works well once you get it down! I was able to consistently parry every attack from the first boss.
However when I got to 'Spin the blade to know your fate' I think the game froze. No matter what I did I couldn't figure out how to progress. The dash also does not work if you are holding down a movement key, I think the normal movement overrides it. Due to this I never used the dash to dodge but I did get good at parrying!
Awesome job I can't wait to see more!
This looks great! I'm gonna try and give it a go before the ratings period ends. If you wanna check out ours as well we'd love to get more feedback!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
Just left you some ratings and feedback! If you've got the time we'd love more feedback on our game as well!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
There's a lot of game here! I really love the animation and cutscene work. Using the cutscenes as an in game tutorial is really nice. I particularly like how impactful the hit effects are and the slowdown on death.
I think the game might be a little too hard for now, its tough to avoid attacks. The player character might be a tad too slow, but that's all stuff that can get ironed out through more playtesting. I also couldn't figure out how to use the boxing gloves and shirt I got from the wheel, they didn't show up in my inventory.
Great job!
I love the theming of this game! The main menu being a slot machine and the health bar being playing cards are really charming. You've got great telegraph on the dice horizontal attack as well, I love how the face shifts. However I feel like the telegraph needs to be just a bit longer before the attack comes out to give the player more of a chance to respond. Same for when the dice drops from the ceiling. When you see it fall through the floor it feels like you need to dash immediately or else you get hit. This game just needs a little bit of balancing.
Awesome job!
I really like the boss intro cutscene and the hatch shader that you used! The hit effect that plays when you damage the boss is really nice too. Great combo of sound, hitstun, and visual effect!
Even though I really like the hatch shader, I think you might want to consider turning down the shadows a little bit. It can make the tutorial signs hard to read. I love the effect, just might need to be dialed back a little.
Awesome job!
I'm checking out yours right now, here's our's!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
I like this game a lot! The art style is clean and appealing, the theming is fun, and I was surprised by the buffs and debuffs you can get from the slot machine. When my screen started wobbling I had the biggest smile. The "90% of gamblers..." game over screen got a good laugh out of me too.
The biggest thing I think you can take into your next jam is this: Sounds are the most bang for your buck you can get when it comes to game feel. If you can only implement one piece of polish, make it a sound effect each time the player gives an input. This will be a huge benefit during the design process and helps you find the fun.
I can see in a comment below you mentioned that you wanted to get to sound implementation but ran out of time. A fantastic method I'm hoping you'll try is start your project and add some generic placeholder sounds you have the rights to use They don't need to fit great and it's actually probably a good thing if they don't so you don't forget to replace them later. When you implement a feature, for example the damage numbers or rolling a slot machine, add the sound implementation right there with a generic sound effect. Now that part of the game has sound implemented and it's easy to go back and replace the effect later with something more appropriate. Even if you end up not having time to go back and replace the placeholder sound, a generic sound is usually better than no sound at all. If you leave sound until the end, it's hard to get back and do a good job. If you bake it in along the way your game feel is gonna skyrocket.
Fantastic job, I can't wait to see more from you!
This is a really well made game, especially for one person solo! I do really like the idea that each turn the creature that can attack in the active spot swaps, and being able to pay energy to swap feels like a great way to combat it while giving up playing more cards. I feel like I would have to play much more of it to get really specific on the game design aspects of the card game itself, but I can speak to the rest of it.
I've seen plenty of jams where someone has made a card game but focused just on making the complex game work that they forget things like sound effects to make it fun past the system level. It's clear here you took the time to really make sure the game has elements that make it fun! I very much appreciate the in game tutorial. Every action seems to be paired with sound and visual effects. You have great music and I wasn't expecting a phase change with a new track. The background visuals have good movement but they're not distracting. The art on the cards are fantastic as well!
Excellent job, I can't wait to see more from you!
Hey there! Your card game looks really cool, I'm about to try it out myself. We'd love to get some last minute feedback on our game as well!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
I really love the 2D sprites in the 3D world this game is going for, and the voice actor really adds a lot of charm! I haven't seen another game in the jam use a weapon wheel as their take on the theme so this was really neat.
I feel like the bosses may have too much health, or maybe certain guns should do more than 1 damage per bullet. I really liked when I got the special guns like the duel wielding or the knife, but unless I went out of my way to perfectly time the wheel I usually got just a single bullet. I could see a version of this game where you're constantly being forced to use very different weapons and adapt to them.
Awesome job!
Congrats on completing the game yourself! The visuals and music are great, and I really like the lore intro!
That said this game is REALLY tough! You've got good indicators for the boss attacks, but I feel like the player has too little health, especially since you can't aim where you shoot and have to get pretty close and personal. It seems like it being tough like your inspirations was a choice, but for future jams I'd consider making the content just a little easier. I think the player having a bit more health would have been a simple and effective fix here.
Awesome job, I can't wait to see more from you!
I love the take on the theme here, the music is great and it's really easy to get in the zone!
I think however the controls might be a little finnicky. I had a lot of trouble getting my inputs to register. I also think the first note of every line is really hard to time because when the tempo indicator gets to the end it slides all the way back to the left to start. I think if you added more line before the first note and had the tempo indicator instantly start back at the start of the line it would help the player hit that first note better.
Awesome job can't wait to see more from yall!
I like the humor in this game, and I didn't expect the graphics shift when heading to the lobby! Unfortunately I was bugged and couldn't fight the bosses after the lobby. I tried restarting from the pause menu like the game page says, but the same thing would happened every time. A dialogue box would pop up quickly and then I'd be frozen.
One piece of advice I'd give is you have the attack incoming text in the corner of the screen, but it took me quite a while to notice it. I'd try to put the indicator on the boss somehow, maybe a quick flash of light or something before the attack starts.
Great job!
Hey there! Thanks for helping more games get last minute ratings! I'll check yours out now!
https://itch.io/jam/boss-rush-jam-2025/rate/3293587
There's a lot of game here, I love how juicy it is! You have great sound effects in particular. I really appreciate how much customization there is, both in how the robot looks and the build you use!
Even though you do have a dash, I feel like the player character moves a little slow. I'd be interested in seeing how the game feels if the player speed is turned up just a tiny bit.
Awesome job!
This is a really cool interpretation of the theme! It was a little awkward to play at first but once I got the hang of it it was pretty relaxing. It was really satisfying when I'd accidentally hit the next two targets right away as they spawned.
This is a really neat idea, and I'd love to see it expanded upon further!
This game gets full marks from me! You have incredibly expressive pixel art and great game feel. I particularly like the effects you have on charging, hitting the boss, and both the game over and win screens! Each boss is unique and you really embraced the theme with rotating the stick. I also really love seeing more Unreal games in jams!
One piece of feedback, I think the second bosses attacks come out too fast. This one pictured in particular. I'd love if the hand lingered just a fraction of a second longer before it hits so you can react better!
Outstanding job!
This is one of my favorite takes I've seen on the spin theme! The art style and music is really great!
I feel like one thing that would make this game better if you keep working on it would be hit effects when you or the boss gets hit. I think you have an opportunity to do something cool with it with the zoetrope effect. I'd suggest when the player or boss gets hit, the light flickers for a second or so and it plays a sound effect similar to when you die.
Amazing job, can't wait to see more!
I love seeing more jam submissions made with Unreal! This game is really cool I love the boss designs!
However I feel like some attacks are really tough to dodge, and I would have loved to have at least a health bar or some type of UI when you're not in the first person view. I really dig the diegetic UI in the pilot's seat, but I think some type of small indicator outside the ship would be good. I had a hard time telling when the lasers would come back, maybe the ship glows for a second when you can fire again?
Awesome job!
This is a really tough game, but a well made one! I love the playable tutorial and you have great game feel on taking damage! Play Wilhelm Scream made me laugh a bit.
One piece of criticism I have is you can take a lot of damage if you get caught in a corner while the arena is spinning. It killed me quite a few times on the second boss and I'm not sure if there's a good way to get out of it.
Awesome job!
This game has fantastic game feel, great art, and it really satisfying to play! I love spinning around the outside of the arena and the active reload mechanic is fun!
I feel like the bosses may be a little too hard though, I found some of the attacks really difficult to avoid. Particularly the first bosses second phase. It telegraphs where the damage is going to be, but I think it would be better if the attack happen maybe a second or so later to give you more time to dodge.
Awesome job!
This seems like a really cool concept, but I think it needs a good in game tutorial to really teach the player! I was reading all about how you can combine the solids and what each one does, scroll wheel to change the distance and such. However I couldn't figure out how to throw them and really do damage to the boss! I'd love to see this developed a little more and give it another go!
I absolutely love the humor and art style of this game! Spinning fast in the chair and bouncing off of objects is really fun! I love the slowdown too when you defeat an enemy.
The one thing I'd suggest to make this game a little more satisfying is visual effects when you damage an enemy. You have a good sound effect for it, but making the enemy flash red or white with a little particle effect would go a LONG way! Your game is already really visually pleasing with great style, and this would help push it over the edge.
Amazing job!
This is an all around excellent submission, really blown away! I loved that the tutorial checked if you used every input before opening the door. Your music is fantastic and fitting for the setting. The first boss training dummy is really funny, the effects when you defeat a boss are great. You've got charming loading screens, character customization with hats, cute credits, and the lets go gambling sound effect on losing the slot machines made me laugh and kept me there for quite a while.
More importantly though, each boss is distinct with their own unique attacks and feel, and I really loved this submission. Amazing job can't wait to see more!
I played this game for a lot longer than I expected! This is a really great showing for your first jam submission! There's a lot of mechanics here and the UI is a bit overwhelming, but I think since it's an idle clicker game that's probably okay and maybe even what you were going for.
I played until I finished all the kill quests, but couldn't figure out how to fight the demon general or advance to the city. I see another player did get the popup so I probably missed something.
Awesome showing, I can't wait to see more!
This is a really cool take on the theme with a lot of replay value! I love that each planet has it's own abilities and you clearly spent a good amount of time on the writing!
One piece of criticism I have is I actually didn't expect this to be a card game from the planet select screen! For have great trivia blurbs about each planet and a one sentence summery of what they do, but it'd be really great if the player can see exactly what cards each planet has when they are selecting them.
This is a cool complex game and I'd love to see more!
I had a lot of fun playing this game! The music is really fitting and I love the cinematic finish when defeating the boss. I really like how the boss moves side to side mixed with the graphics style it reminds me of space invaders.
My one piece of criticism I think is I wish you could build more than one structure per planet. Since each planet is capped to one, I feel like I'd always rather build a laser or a factory on them.
Awesome job and great take on the theme!
This is a really outstanding jam entry! There's a lot of charm and polish in it. There's the obvious stuff a lot of jam submissions don't have like a plot and voice acting, but I really loved the addition of scanlines and chromatic aberration to make this really feel like an older game! All three bosses being totally unique is great, especially the second one with a totally different playstyle. The credits having a little video for each role is also such a nice touch. I had a really fun time when I learned you could combine jumping and diving to gain speed!
My one piece of criticism I think would be I think the drilling controls feel awkward. In the tutorial you teach drilling by having to cross through a wall on to the other side, but drilling really seems to be used to mostly gain height. I had a really awkward time getting through that tutorial wall, but the mechanic made more sense in the first boss when I had to use it to gain height. I think I'd suggest adjusting that tutorial so that you have to gain height with the drill rather than just pass through the wall.
Excellent job!
I love this game, you have one simple mechanic and polished it! Having subtle tutorials in the background WITH VIDEO is really great for teaching a player quickly without spending much time on a tutorial. Time slowing down when you can make a second jump is a really great choice to let the player aim their new jump but still need to act quickly.
I found the game to be pretty challenging at first, especially dodging the attacks from the two second bosses, but I got used to it after a bit and using the right click to dodge.
Awesome job!
This is a really impressive display for a jam! The whole presentation and atmosphere is really great. The bosses having telegraphs for their attacks is a really fantastic addition that I find is lacking in a lot of jams projects.
I use a trackball mouse so the circle reload movement was really awkward, but the lazy setting really helped me enjoy the game a lot more! Thanks for putting it in!
Awesome job I can't wait to see more from yall!
I love the presentation of this game! It has great juice, awesome music, and really cool minimal art style! You clearly spent a lot of time on polish and it shows. Having to sacrifice total time to defeat the boss for more damage is a really cool risk/reward mechanic as well. The button prompts in the background is also a really subtle way to teach the player the controls.
I feel like this game might be a little too hard for a jam, but other than that this is an outstanding showing!
This game has amazing presentation, I'm really impressed with the art, music, and the amount of writing! I didn't expect to see a visual novel/jrpg style game in this jam so this is a really neat take!
My only piece of criticism is this is clearly a complex game and it's hard to understand. The tutorial throws a lot at you all at once. If you can find a way to smooth out the tutorial experience and present more of the info in combat to the player I think you have a great core here!
Awesome job!
This is one of my favorite entries in the jam that I've played so far. You've got a great premise, a fun title, amazing pixel art and sound design, This game has fantastic atmosphere awesome job! The fishing mechanic to bring the boss back is really funny.
Two small pieces of criticism, I'm not sure I like how the harpoon auto rotates and you have to click in time to throw it. At least when I played it felt like there was a bit of a delay between when I clicked and when the harpoon was thrown. Eventually I got accustom to it but it was still a little more frustrating than I would have liked. Also I personally use a trackball mouse and the reeling mechanic was really difficult to do with it. That's a me issue though I'm sure it's much better with a normal mouse. If you had gamepad support I could picture the fishing feeling reely good with rotating a joystick though.
Amazing job!