Beyond The Blight is a 2.5d first person, incremental dungeon-crawler that takes place in a dark forest filled with poisonous air.

This guy -> Helper Spirit bestows you with invincibility to protect you from the deadly blight as you traverse through the woods. But be wary as your invincibility does not last forever and taking actions deteriorates your invincibility barrier.

Prepare to journey through the blighted forest as you loot, upgrade, and grow stronger on the quest to defeat the demon lord, the source of the toxin. Beat the boss before your invincibility runs out and you succumb to the poisonous air. Choose your path, learn unique skills, and amass towering riches as you fight to end the blight.


Skill Tree Fun

Choose between dozens of skills to upgrade and optimize your path through the dungeon. 


Meaningful Upgrades

Tired of node upgrades giving you a fraction of a percent of a buff? We are too. Blight Loop is filled with meaningful, game enhancing upgrades rather than sticking to only minimal stat changes.


Unique Art

We're taking 2.5d and making it our own. We are mixing our pixel art style with unique lighting and perspective to give you a magical experience.


This is a very early prototype made for the GameName game jam in 2 weeks! We hope you can be patient and understanding with any bugs and balancing issues, which there are sure to be. We appreciate you playing and are looking forward to all your feedback!

W/S - Movement

LMB - Interact

Comments

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It’s a really fun game. That game banner trick me for a minute and I thought it was a game menu.

It does have that demo feel of the game before the full release. Simple game and I think I like to know more about the world that our hero is in and why invincibility is the only way forward.

(+1)

My biggest gripe about this game is that there isn't a full release yet! The art is great-- definitely one of my favorite games stylistically that I've played in a long time. I love the lighting, the fireflies, the enemy designs, everything!

The gameplay loop is good, and you unlock new things nearly every run (or optionally save up, which never took more than 2-3 runs ime), so it never feels like a slog, which can be difficult to achieve for games in this genre. And I feel like it does a good job of the "meaningful upgrades" mentioned in the description, because almost all of them made a noticeable impact on the next run!


A few things I noticed:

- Balance-- do the crystals scale / the math on crystal upgrades work like they should? I bought those upgrades in line with when I bought the gold, generally, and for 80% of the game I always had way more than enough crystals. Then the last sword upgrade, it was a slog to get them. So very minor note on that. Definitely might just be me.

- +1 on the weak points issue, which already seems to be in the works to fix

- The fullscreen worked very well for me just fyi (Firefox on Linux).

- The corridor coin finding mechanic is very, very cool when paired with how the 2.5D scenes work! However, it does make movement through the corridors feel a bit repetitive and frustrating, having to stop every few feet to look around and click each one. It does make them feel more like 'special treasure', but it does get old after a while. My first thought was, it would be more enjoyable if you could hover over them to collect them like regular coins (or at least hold down click instead of having to click each time). This way, the player still has something to keep them entertained while walking through the corridors; looking around to hunt for the coins, while reducing the annoyances. Since this could be a little too easy, arguably, perhaps it could be locked behind a midgame upgrade? I feel like this would make playing the game feel better, and make the speed upgrade in particular feel better as well!

- This is more of a selfish hope on my part, but in the full release, I would love to see some visually distinct other areas / biomes of this magic forest! Just to have more of this very pretty 2.5D style to explore.


Overall, this prototype has some excellent bones, and I'm really looking forward to seeing where this goes! Thank you for sharing your game!

Thank you so much for these compliments and great feedback! We're still deciding whether or not to continue this project so comments like these help give us motivation to keep it going. We will definitely at least do one more balancing/bug fixing update, try to share it with more players, and decide whether to push for a full game after the reception from that update. 

Again, thanks so much! It means a lot to small developers.

Weak points seem to do less damage than usual.

Thanks for the feedback! I believe the issue is that critical hits are not working with weak points. We will fix this in the next update. Appreciate the bug report!

This is so fun! I wish I could press shift to run though, my impatient butt wants to rush to each event haha. Great atmosphere, lovely art, fun mechanics. The settings symbol clashes a little with the rest of the UI, but otherwise, this is some good stuff. I also couldn't full-screen it for some reason, but maybe that's just me. The health bar placement / look might be improved upon, and it would be nice to have different music tracks, but that's being really nitpicky. The movement sound combined with the invincibility bar going down is super satisfying. A custom cursor would really tie this together. All in all, you should be proud!

(+1)

Thanks for playing and giving feedback! 

In terms of running, definitely a common sentiment with the players. Will have to make them faster or make the movespeed upgrade show up earlier.

The settings was added last minute so we had to re-use a cog from another project.

Hopefully the fullscreen issue is not widespread. It is working fine generally for me.

Thanks again for the feedback!