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A jam submission

Boss BreakerView game page

Submitted by Fifth Edge Studios (@fifth_edge) — 2 days, 6 hours before the deadline
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Boss Breaker's itch.io page

Results

CriteriaRankScore*Raw Score
💀 Body#24.1824.182
🧠 Mind#73.8183.818
Overall#93.7053.705
💖 Heart#123.6363.636
✨ Soul#193.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What did you revive?
Boss Breaker, a game I started in May 2022, then essentially abandoned in April 2023.

Did you use any modifiers? If so which?
Early to bed, late to rise

What was your goal? Did you succeed? Any noteworthy lessons?
Rework various systems and make the project able to be worked on in a sustainable fashion. yes. life happens.

Who all worked on your submission?
Me

Did you use any noteworthy assets in your project? If so what?
I made all of the art, my friend Octor made the music

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Comments

Submitted

This was fun to play. I'm glad you continued it. I think the boss might have hurt himself, but I'm not sure. I liked the sense of humor to it, especially in the break room. There are a lot of good suggestions here already. Maybe you could add secret areas/breakable walls or collectibles.

Submitted

Heya, Ben & Jana here!

Played the game a bit, we thought it felt quite polished  and  the gameplay feel felt very crunchy and satisfying with the screenshakes, hit feel, and celebratory confetti!

We thought it needed a bit more complexity in the game, as well as  a sharper difficulty curve .  We felt like the punches should feel a bit more deliberate, rather than constantly punchin. For example punching a bullet back feels GREAT, but it was too easy and accessible. 

Overall a lot of really promising aspects in the game! Good luck with your endeavours, we think this is really impressive !

Submitted(+1)

Fantastic work! The gameplay feels great and I had a really good time punching away. The game overall is really polished, with a fleshed out tutorial and an easy to understand combat system. I feel like at times the combat system is a bit too easy, and as mentioned by other players, that it could benefit from an added level of complexity. One of them could be to implement a shield or a sort of counter, that lets the player try to time in the punches from enemies to deal a stronger counter strike, at the cost of more stamina.

Looking forward to seeing more of this!

Submitted (2 edits)

This game has a ton of enviable polish, which alone makes it really fantastic! I think the overall gameplay is really solid and fun; it's just the small things here and there that would really push it over the top. I would say what the game needs is just one more element of complexity to bring everything together and make you really think more about the minute-to-minute decisions you have to make while playing. Currently, you just punch until your stamina is low, then dash away in a corner until its full again. Repeat until all the enemies are dead. Additionally, I felt the difficulty was never quite right; being far too easy from the first level to the final boss, with at no pint in-between did I ever feel like I was in danger of dying -- if I ever got to low-health, there was always a health drop just around the corner.  Furthermore, the combat system was fairly easy to exploit; your max attack range is larger than the max-attack range of melee enemies. Meaning if you attack enemies just at the edge of your attack radius, they simply stand there and can't fight back. It's also easy to get your fists stuck on walls, which at first glance may seem inconsequential, but is very noteworthy, as it allowed me to position the fists at the corner of a wall, where I could safely punch all the enemies to death without being in any risk of taking damage, as none of them seemed to have the forethought to walk around. In a sense this was kind of cool, as, if an enemy came from behind, I would be caught off guard without the use of my fists, but overall, it did trivialize the experience in terms of difficulty (beyond being already fairly easy). The final weak-point of the game would have to be its upgrade system, which felt fairly uninspired at best. The stamina recharged very quickly already, so I felt like there wasn't a reason to upgrade it at all (though this may just be a me thing), so I ended up specking into an all damage build, which was pretty fun two-shotting all the enemies, but I really didn't feel excited to receive a new power up, because it didn't change the gameplay (or the way I played the game) in any meaningful way. It was still 'punch until my stamina is low, then dash away to recharge'. I really liked the game setting, and while the story was short and disciplined, it added a lot of depth to the game and gave me a reason to playing and something to look forward to; giving me a light chuckle everyone once and a while. 

All in all, it was a  very enjoyable experience from beginning to end, and I would be disappointed to not see this game on Steam in a few years. Story was simple, yet really added a lot of depth for me, and I can't stress the level of polish this game has; with there only being a few minor bugs here or the entire course of gameplay. I will add personal preference note on the ending however: for me I think it would've added to the overall tone of the game an ending where you just get terminated regardless, where you're not the main character; you're a tiny gear in a massive machine -- maybe if you're lucky -- you fight your way out completely on your own, and escape into a world unknown, unsure of the fate that lies ahead of you. I feel this way, since being busted out by some mysterious figure didn't really strike me as that interesting of a plot point, and felt more regular and uninteresting, compared to, an otherwise, very unique setting. Take all this with a pile of salt, as this is one of the more subjective things, of this already fairly subjective review, but did however affect me enough to want to write about it (despite being only within the last 10 seconds of the game, literally). 

I'll keep an eye on this game and see if anything comes next from it, because I think there is a lot of potential that can come from this game and its very well done in multiple aspects that clearly has had a lot of love and attention put into it to get it to its current state.

Submitted

It's a solid game and I had a pretty fun time playing it. Horbror pretty much covers anything else I could say about the game.

Submitted

Love the look and feel here, very meaty and solid. 

Submitted (1 edit) (+1)

Played through the whole demo. This is professional level work, great going guys. Now here is some feedback: 

- Speed up the character slightly. 

- Health Drops can spawn inside a wall, makes you unable to pick them up. 

- Last boss is way to easy. 

- Make dodging cheaper and instead up the difficulty. 

If I were you I would take this the "binding of Isaac" direction and create some insane level ups which truly change how the attacks work. This needs to have a rougelite mode. Randomize what level up options you could get so that a run becomes different each time. 

Suggested level ups: 

Really big but slow fists, increased hitbox. 

Really small but fast fits, decrease hitbox. 

Fists which moves like a whip, longer reach but somewhat slower rate of attacks. 

Fists with different aspects such as fire, ice, electricity or poison, steal some of the usual concepts and rework them a bit. 

Fists which works like the grenades the grenade guys shoot. 

(+1)

Sick!! The game feels very polished and cozy, and I love the new UI