Fun concept! I like the whole timing aspect to the gameplay. I did find the bosses to be pretty tough though, mostly cause there aren't many visual or audio cues before they do their attacks, which can throw the player off. But this was still a solid submission nonetheless :)
TheLuchenator
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haha funi cat-fish with gun (i thought they were pugs at first until i looked at the description lol)
Pretty much 5 stars across the board lol. art style and story are both fantastic; just having that thing have a gun out of nowhere is so absurd to me and I love it. All of the game's mechanics fit really well together too. Only bit of feedback I have is that when you're on the bottom half of the screen you have to use D to left and A to go right, which threw me off a few times. I would maybe change the controls up so you only have to use a single button as a toggle to change direction so you won't have to indicate which is left or right. But besides that, this was insanely fun. Well done!
wow super unique take on the theme, i haven't seen a clicker here yet lol. But I did find the UI to be very overwhelming when I started playing. Way too many UI elements and windows at once in my opinion. I would probably go about this by either removing a couple of the features to give other elements more space, or having a tutorial where more menus are shown as it goes on, letting the player understand what each menu does one-by-one. Aside from that, I still had quite a bit of fun in this. Great job!
Pretty fun bullet hell! Every boss is totally unique from each other, which I like. If I were to give any feedback, I would maybe add some sort of dashing system in case the player gets stuck in a corner and needs to get out without getting attacked. But other than that, this was fun to play! Well done!
Just rated and reviewed your guys' game :) if you'd like to play my submission, here's the link: https://itch.io/jam/boss-rush-jam-2025/rate/3295236
I like how simple the controls are with you only using your mouse for 90% of the time. I instantly got the hang of it when i started playing. But I feel like it's kinda awkward when you're shooting at and facing an enemy, but they also keep shooting at you. Then there's a dilemma of which the player has to decide to either turn around but cant attack the boss, or to deal with it but get hit all the time lol. Honestly its not that big of a deal and even kind of a nitpick, but I feel like a solid solution would be to make the projectiles faster, but let the player parry them and send them back at the boss. I still had a lot of fun in this. Well done :)
One of the more polished games I played this jam. I love how everything down to the main menu and even the player's health is themed around a casino, with your health being represented by cards of hearts. thats a REALLY nice touch! The game was also very satisfying to play. The only bit of feedback I have is to maybe make the player's hit range a bit further than like 2 inches away from him lol. Makes it really hard to get away from the boss and avoid an attack. But besides that nitpick this was very fun. Well done!
Art looks fantastic! I like the N64 or PS1-inspired graphics and I love the edition of the cutscenes. But I feel like the controls could use some polishing up so the game can play better. For one, the damping on the crosshair while aiming makes it super hard to shoot properly at the boss. I'd also make it so you can still move around while reloading so you wouldn't be stuck in place, completely vulnerable to the boss. But this was still a pretty solid submission. Good job!
I honestly like the concept of using the scroll wheel to reload. felt like you were actually reloading something instead of just pressing a button (my mouse has a feature where the scrolling can be completely smooth to scroll for longer periods of time, which made it much faster). But I feel like the camera is very restricted in how high or low it can go. It's hard to properly see your surroundings and even makes it harder to aim properly. The visuals look super appealing though. Well done!
Fantastic pixel art for a game jam! Bosses were really tough as well lol. There's a few things I would change about the balancing. First, I would maybe make each attack slightly less frequent to give the player some time to run away or attack. Some of the attacks are also really hard to dodge, like the one where he shoots four particles at once with the blue one being the second from the bottom: It's impossible to time this properly since there isn't any variable jump height, and the player jumps way higher than the blue particle for him to deflect. My solution would either be adding some form of variable jump height or have him only shoot three projectiles rather than four.
I also found myself having a hard time with the controls. It feels really awkward using the space key with Z and X. Just make those few improvements and the game will already feel a lot better to play!
Honestly superb boss design. Each have unique attacks and all have both visual and audio cues to warn the player before actually attacking. My only minor complain would be that the controls were pretty hard to get used to with space being used to dash rather than jump, but I got the hang of it after a while. I also really enjoyed the animation. They're all very smooth and the particle systems compliment them and the general art style a lot!
The art, animation, and character design all looks fantastic! I also like how challenging, yet beatable the bosses are. But if I were give some feedback, I would add some visual or audio cues before they do an attack to give the player time to react accordingly. I would also add some knockback to the enemies once they get attacked to not only act as a good visual cue, but to also give the player some breathing room so they won't immediately get attacked again. But overall this was a really fun game! I wont lie I got somewhat invested into the story lol
I really like the whole concept of controlling how your ship orbits around the planets, but I feel like it can be hard to get used to and take advantage of. I found myself mostly just pressing random keys and hoping for the best lol. But still, that's a really unique concept for a game jam and I think it can be built upon and improved a lot!
I like how the theme is integrated in both the boss battle and the player controls. But as other people said, they're pretty hard to get used to. The amount of smoothing on the wrench makes it very hard to control propely, and im probably just dumb but I'm not 100% sure how the whole right-clicking thing works. If you're just using right-click for everything, what's the point of using the wrench? I also found the camera to be zoomed in way too much, making it very hard to dodge a lot of the RNG attacks, especially with the water. I would probably just have the camera in a fixed position that shows the entire stage instead of being zoomed in on the player.
But I really enjoy the theming, art style, and character designs. Well done in that aspect!