Play game
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.
Leave a comment
Log in with itch.io to leave a comment.












Comments
The game looks amazing and the gameplay is great. I wish if it had a mechanism to somehow refill the invincibility or extent as i would have to go back many times, maybe that's my problem.
This game is amazing! I loved the progression of getting stronger after each run. The presentation is awesome, I love the art style! My only minor nitpick is that I wish the hitbox for the mouse was bigger when picking up coins. Amazing job to the team!
Thanks for the kind compliments! I agree, I'm going to add a bigger pickup hitbox for the collectibles.
I had been putting off rating this game for quite some time now and I regret doing so! This game has such an incredible amount of polish it doesn't even feel like a gamejam game, I see this game definitely being a major contender for some sort of prize cause holy cow. The art is amazing, the music is fantastic, the theme usage is clearly there and the idea is as creative as it gets, what more could we ask for? I really enjoyed playing the game and I fully support your decision to turn it into a steam release! Great game!
Wow thank you for the great comments! We're definitely going to work towards a steam release for this game. Thanks for the motivation
This was a seriously polished and addictive game with great style and a satisfying upgrade loop
Thank you! Glad you found it fun.
This game nails it in all categories. Really well done!
This game didn't lag in for browser play. The story was well told. The graphics, music, and animation all super.
They nailed the theme creatively with the endless runner feel.
You all should be proud.
My only complaint... I kept clicking the banner to start the game and nothing was happening.
That's amazing to hear! When you say the banner to start the game do you mean on the home screen?
The art style and vfx of this one are really good, but I think this submission shines the most in its THEME. It feels so magical, but at the same dangerous and mysterious. I love it!
The gameplay is fun, but at the start for most of the time I was looking at a long hallway and holding W. The default speed as well as the overall pacing feels too slow.
The meta-progression/skill tree is also nice, but I find some of the things useless. The mining and some of the attack upgrades especially, like crits, lightning or weakness marker.
crits/lightning give me no feedback, so I don't know if they're worth upgrading, so they're low-level, so they give me no feedback -> repeat.
weakness markers take too much time.
I also didn't used the anvil a lot. It has a lot of potential, but if the game gave me more opportunities to upgrade my base dmg in mid-game, I wouldn't use it at all. Because of that, getting crystals is simply a time&energy-wasting hassle and buying crystal upgrades is pointless if you're getting chests constantly. Chests?
CHESTS!:
They're fun to unlock, and I like that they're introduced later in the game rather than at the start like every other room type. Though, I had ABSOLUTELY NO IDEA how to open the first one, and it took me WAY too long. There's also no risk in opening them (compared to fighting enemies), so it feels weird that they give you so much money and crystals. Maybe make a timer/make the player lose energy over time? But at the same time, Opening them is hard, so they should have a nice introduction tutorial without any pressure on the player (for now :D ).
Money/Cash/Coins/Collectibles/pickups:
They move A LOT and in the late-game, most of the time is spent collecting them. Maybe make the hitbox bigger?
BUGS:
While hovering over the anvil, there's no outline, which is weird because everything else shows it, sugesting that the anvil isn't clickable.
lot of textures are drawn on top each other, especially enemies, but my sword often ends up behind a wall.
Thank you for the extensive feedback! I can agree with most of the points you've brought up about the game. We're hoping to further balance and add some new content soon with an update! Hopefully it's ready shortly after the jam is over. Thanks again!
Oh my gosh I love 2.5D. The art style and the way you executed it with 2.5 D worked really well! Very visually pleasing! The crystal mining mechanic was really satisfying to me, being able to rotate the ore and then click to pick the crystals off just felt really nice for some reason. The game is a bit grindy for me in the sense that you have to do the same task repeatedly and keep grinding that task in order to get better and level up. That's not a bad thing necessarily, but I think maybe it changes where you should target this game if you do end up expanding it. Personally, I'm not a fan of those types of games, but that's just a taste thing. I think alot of people who are more of the intended audience would really enjoy this game. I also think its simplicity and how you made it really easy to pick up the concept and learn what the objective is would make it a really good mobile game. Cuz from the perspective of someone who might not be a fan of grindy type games, I could still see myself playing this under the setting of a mobile game, trying to pass time while waiting in a line or something like that. I feel like that's really the only type of perspective I can bring to this game because I feel like you polished it really well, and I didn't really run into anything that seems rough or ruins the gameplay. Overall, good job! It's crazy you made that for a game jam.
Thank you so much for the extensive feedback! I really appreciate it!
I hear you on the grind aspect. Even as an incremental game, its important for us to keep introducing new mechanics and aspects to the player so it doesn't feel too grindy. That feedback is definitely helpful.
I'm glad you still had fun with it and appreciated it as someone who doesn't typically enjoy the genre. Thanks again for the great feedback!
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.. :/