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.
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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.
Comments
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!
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!
This was a seriously polished and addictive game with great style and a satisfying upgrade loop
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.
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.
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!












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