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Beyond The Blight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Art | #12 | 4.102 | 4.102 |
| Overall | #23 | 3.609 | 3.609 |
| Enjoyment | #26 | 3.625 | 3.625 |
| Audio | #30 | 3.364 | 3.364 |
| Theme | #45 | 3.432 | 3.432 |
| Creativity | #64 | 3.523 | 3.523 |
Ranked from 88 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wow, art direction and general quality is really really good and I could imagine buying a fleshed out version.
My only negative so far is that invincibility feels like health or run time. But I know I struggled with the theme as well so that´s fine for me ;)
Thanks for the compliments! Just tried your game and it was awesome as well.
The quality of this game is through the roof, especially considering it was made in only 15 days! The only complaints I have are all so minor they didn't really affect my experience that much:
I'm only writing the negative things, because if I wrote down the positive things, this comment would be way too long.
Excellent game! (and I'm not just saying that :D)
Thank you for the extensive feedback and for enjoying our game so much!
- Enemy variety is for sure something we want to work on in the future. Not just visual variety but room archetype variety: A room with lots of low health monsters, a room with one really high health monster, etc...
- I think we will increase the collection radius of the mouse when collecting pickups in the future.
- Thanks for the z fighting report. Will have to reposition spawn points
- Definitely agree on the corridor coins. We have two changes planned to fix this: Allow free look still while the player is walking, and adding a magnet upgrade to pickup corridor pickups on hover instead of clicking
- Will also make sure to balance the game and upgrades in the future updates.
Again, thanks for taking the time to write the feedback. Its really appreciated. Truly helps up pinpoint what we need to change before taking this project further.
REALLY AMAZING GAME, I LOVE IT! Also i got motivation to do something like that, i really like this sort of games :>
Thank you for the amazing compliments and glad you got inspired by us! Let me know if you end up making something like it.
Excellent game the art is really good.
Thank you! Appreciate the compliment.
Damn what an excellent job! One of my favorites so far. The game loop is fun, the art is consistent and the game is very well polished. The only minor criticism I have is the game starts a little slow for a game jam game, but it is a lot of fun when you start getting more upgrades.
Thank you for the great feedback!
I eyed on your game for some times before trying it and i was not disappointed. The artstyle is really pretty, the game is well balanced (for the upgrade system), the audio set us in the good ambiance. It was a joy to play this game.
I really hope to see a release on day ! In the meantime here's some things that, i think, could be fun to have :
- relics in the chest to have some more effects on the enemies or on ourselves
- The player could move a little faster, even if it's fun, as we loop, it's kinda annoying to move slowly (even if it's useful to catch the little coins hidden)
Anyway, i love the slime and i'm curious to see how you'll polish your game !
Thank you for the great feedback!
- I would love to add something like relics or other persistent equipment/upgrades to the game. Definitely on our list.
- I agree with the movement speed. We will tweak that in future updates.
Thanks again!
Really pretty and polished! Like it's been mentioned by others, I wish walking/progress was faster.
Great job!
Thanks a lot for the feedback! We will be sure to mess around with the movement speed in the future.
This one might be my favorite in the jam!
It feels like a full polished game, rather than a prototype. The visuals are super atmospheric, and the 2.5D look is a really creative approach. The gameplay is simple but very fun and addictive.
I really hope you keep working on this!
Thank you, we really appreciate the compliments! It gives us motivation to continue the project.
I'm still playing it as I type this but wow, what a great game. Super polished, and a great idea. I agree with some people that the walk speed could be a bit faster, but it did also help me realise that walking gets rid of my invincibility, and would likely be harder to get that if I was sprinting everywhere. Amazing job.
Thanks a ton! So glad the game was fun enough for you to keep playing. The movement speed will definitely get some tweaks in future updates!
Very juiced up game! The sounds that the coins and crystals make when you collect them are very satisfying. I also enjoyed the chest lockpicking minigame. I found myself avoiding the crystal mining because the single upgrade it was associated with didn't seem that strong. I wish I could smash through it
Some QOL suggestions noting that I don't usually play incremental games:
This incremental game had a really cool story: https://wristwork.itch.io/faceminer
dawg, switch to godot, we need a collab
Hahaha I'm assuming that means you liked the game? Thank you in that case! Never touched Godot before so it'd be a new experience.
yes amazing game. loved the mechanics, visuals and cohesion. The most cohesive game of the jam I have played yet, hands down.
I like it but I wish the player moved faster. Basically my singular complaint.
Aesthetically its great, gameplay wise one of the best from the jam by far.
Thanks a ton for the nice words and feedback! I agree on the movement speed. Will definitely tweak it in the future.
Amazing art style and you really nailed the vibe! :)
You have a really good foundation here, the only small thing is maybe that there would be great with more involvement / stakes in the different "rooms" so the choice of path feels more impactful!
But overall a really good game!
Thank you for trying out our game and for the feedback!
I agree in the choices feeling someone one dimensional at times. We're still exploring ways to make that aspect better. We were considering adding something like a slay the spire map (which the procedural generation is already based off of anyways) that the play could choose to plan out their route. This way, they would have a goal in mind with each room they choose. Just unsure how that mechanic would fit in an incremental game like this.
Again, thanks for the feedback and the nice comments!
Also, I saw you were streaming some games yesterday. Did you happen to be streaming the play of our game?
Yeah, map would add a lot more meaning to the choices! Maybe add some logic so that the greatest rewards are behind longer more dangerous routes, so the "build" you are doing in the incremental game part feels more impactful? I'm sure you'll figure something out! :)
Sadly I found it today so it wasn't on the stream.. :/
I loved the art, the 2.5d feel and the upgrades! amazing work!
The only things i would like to see is a sprint button and maybe a more action packed or strategic way of combat (maybe thats just me) those things would problably have kept me engaged for longer personally!
Thank you for the feedback! Movement speed is definitely something we will improve upon in future updates of the game. In terms of action packed/strategic combat, we were aiming for a more "chill" incremental game, but that of course does not mean it should feel boring to players. We will debate further on adding things such as different modes of combat like you suggest. Thanks again!
This game is really polished as a whole! The art, audio, and everything altogether is pretty great! One problem I had was the lack of involvement in the gameplay loop at first, but that was fixed with certain upgrades. My biggest complaint was the movement, because the player is so slow and I didn't even realize there were movement upgrades for a while because of how late they are. Overall, still a fun game with a neat gameplay loop!
Thank you for the compliments! I appreciate you going through the game enough to get the movement upgrades even if you felt the movement was slow in the beginning. We will revisit pacing in the future updates of the game if we decide to continue the project. Great feedback, thank you!
This game is straight fire dude. Idk how u got so much done, but its fun, pretty and really solid implementation of the theme.
Thank you, I appreciate it a ton! Very warming to hear these kinds of compliments for our game.
Very impressive! I got to the 12th room or so; I spent a lot of time playing this. The gameplay loop is addicting and I think your game is a strong contender for an award. Beyond that, I think this would be a great game to continue working on past the jam.
A couple ideas I had:
- I think the lockpicking minigame could have more risk/reward. Maybe a time limit or dynamic rewards based on how fast you unlock the chest? Also a few of the route choices you get are strictly chest paths which I didn't really like (one instance I got the choice of 3 identical chest paths), I feel there should always be a fight path option.
- A few others also had this complaint; the base speed is pretty slow. I think speed upgrades should come earlier instead instead of having the feature of skipping ahead. If speed is important, some of the hallways could vary in distance (perhaps to a stronger elite enemy with better loot).
- A one-time use item shop would suit this game well (or as rewards in the chests you're trying to unlock)
- I think the game would benefit from some enemies that attack the player; this would prompt the user to strategize which enemies to hit first.
We're glad the game kept you hooked for so long!
- We were considering implementing the idea that chests and mining were "real time" where the player loses invincibility in real time while performing them. So they would have to complete them faster to save on their invincibility.
- Definitely will play with the movement speed stats in future update
- Shops were actually one of the room types we wanted to add but didn't get around to! Along with random event rooms.
- Attacking enemies are an interesting concept. We are still contemplating how "chill" we want this incremental game to be. But it is something we want to test for sure.
Thanks for the great feedback and positive comments!
Addictive. This game is absolutely amazing—the work you’ve put into it is incredible. There are so many great features, and I highly recommend you keep working on it!
Regarding feedback: I’d like to have a real choice in the path: sometimes I could only choose one sign, making it an obvious choice. Chests are always more important than mining, which seems clear from one perspective: they give you more free stuff, but it’s also true that after opening two, I was set for two sword upgrades, making the mines practically useless.
We really appreciate reading such a nice comment!
I completely see where you're coming from with the choices. If theres no consequence with different choices then whats the point. Definitely will work on that in the future. I also agree on the chests balancing.
Thanks for the great feedback!
As a Incremental lover I really loved the idea ! There can be sprint or something maybe because every time walk slowly like that really bored me except of that sometimes when i rush clicked i selected that path i dont want it maybe it can be prevented somehow.
Visuals are really exceptional i really like the style and presentation. Congrats !
Thanks for the generous comments! We will definitely tweak the walking speed in a future update. Thanks for the feedback