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A jam submission

Beyond The FogView game page

A Boss Rush Game. Find The King. Slay Him. Profit.
Submitted by Sprout — 1 day, 9 hours before the deadline
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Beyond The Fog's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation (graphics, audio)#1373.6843.684
Fun#1983.0533.053
Theme#2113.2113.211
Originality#3542.5792.579

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent Mode?
Boss rush where the player switches between a high damage, low range mode and a low damage, high range mode to beat bosses.

Different modes are good for different boss phases and some bosses switch between different modes too.

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Comments

First boss, the telegraph of his dash is not clear enough and I can't be bothered to play enough times to memorise it, sorry. It needs to start flashing faster near the end or flash a different colour or something, I'm not just gonna memorise the timings.

Submitted

Slash shoot jump. Brute force hit the boss.

Submitted(+1)

Loved the game, played like hollow knight and cool theme interpretation

Submitted(+1)

Nice presentation and solid controls! Like others said, the boss moves were difficult to get a feel for.

One potentially easy improvement for the telegraphing problem could be sound effects. The hit SFX and BGM sound nice, so if a sound effect is played when the telegraphing starts and plays with the move itself, it would add another layer to understanding the boss' intentions.

Overall, great job and a nice foundation for future improvements!

Submitted(+1)

Lovely art and overall presentation. Like others have said, some telegraphing of enemy attacks would be nice. It feels like there's is some telegraphing there but it feels like the attack occurs a good bit after the telegraphing. If you fixed that you'd have a really solid game to build on. Good job!

Submitted(+1)

Fun boss rush type game, love the way the backgrounds look :D a neat project!!

Submitted(+1)

The art style and music is stunning. I love the boss designs!

It would be nice if there's more anticipation in bosses' animation before they're doing their attacks so we as player can be more prepared of what comes next rather than just making guess on what they're going to do. The only time I can properly tell what's coming is when the second boss about to roll around. The rest of the bosses move barely have timeframe to react on what's coming. Even if we are aware of what the current pattern is, it's a bit hard to tell when the boss is going to execute the attack with the warning being constant or not present. It's easier if the warning is something is presented in the animation itself, just around 1-2 frames animation right before the attack execution.

Stellar art by the way, loving the background and everything else. I also like how the tutorial is presented. Good job.

Submitted

I like that there's an option to choose short range, though it feels like you could just pick 1 mode and don't really have to switch between them. Then I again I lost to the first boss so what do I know. XD Great job on this! 

Submitted(+1)

The whole mode switch basically boils down to having two attacks and as such could be more interesting imo. Looks and sounds good but the bosses don't really telegraph their attacks well enough to be super interesting to me and it ends up falling kind of flat in terms of gameplay. 

Submitted

The whole mode switch basically boils down to having two attacks and as such could be more interesting imo. Looks and sounds good but the bosses don't really telegraph their attacks well enough to be super interesting to me and it ends up falling kind of flat in terms of gameplay. 

Submitted(+1)

I like the style and what you're going for. The music is really nice, and I like the art and feel overall. I just wish the the bosses were choreographed a bit better, as i found myself taking a lot of damage from attacks i had no idea where coming.

Submitted(+1)

Pretty fun, I love the environment! I think bosses needs better tells so players will know when an attack is coming or not, because I found myself guessing a lot of the time, especially for the first and second boss' charge attacks. The jumps were also just a smidge too slow to dodge on reaction.


I love the melee attack mode, good animation and sound effect on it. It was really satisfying taking large chunks of health away from the boss using that mode. Though the ranged mode I found had a lot of collision issues where the projectiles just wouldn't hit sometimes and other times it did at seemingly random.

Submitted(+2)

Game was fun to play! Loved the different enemies and having to time the dodges. The feedback that I have would be giving enemies more 'wind-up' animations and also designing an enemy where the melee character could be used more. For my playthrough, I only used the blue guy since that seemed the most useful cause I can just stay at a distance.

Submitted (1 edit) (+1)

I really liked the turn on level 3 when you have to fight yourself. Poor duck in the end was crying, do I really had to kill him :(. I did enjoy the game, the only complain is sometimes when I'm in blue/range mode my attacks stop before reaching target. Maybe I'm missing something or maybe just weird bug. Good job anyway!

Submitted(+1)

Loved the pixel art, really beautiful environments. I think you might want to add some additional wind up animations for some of the enemy moves, like the one on the second boss's roll, and some more attacks to further differentiate between the modes. Overall great job!

Developer

You're totally right, with more time/animation skills I would've loved to do that. Thanks for playing!

Submitted(+1)

I won on normal mode, pretty fun ^^ love the duck king so cute.

Developer

Thanks for playing! Duck King is my favourite too :D