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TimeSink's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #99 | 3.160 | 3.160 |
| Overall | #105 | 3.280 | 3.280 |
| Graphics | #121 | 3.400 | 3.400 |
| Audio | #196 | 2.880 | 2.880 |
| Theme interpretation | #301 | 2.560 | 2.560 |
| Innovation | #348 | 2.200 | 2.200 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/NekoDragon500/TimeSink
Game description
Fight an endless wave of enemies while utilizing upgrades and time itself to fight back!
Theme interpretation
You fight against endless WAVES of enemies while controlling the flow of time
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Comments
This game was really good. The movement, acceleration and deceleration all felt good. Sound effects were good. If there was BG music it was too quiet (or my kids were too loud). Simple shapes, art and colors allow for good readability. Same can be said for the explosions. Upgrade system felt nice, could be simplified for the "average gamer", the example of this is the health of the ship being called integrity. That term did not directly make me think of my ships health when i seen the upgrade.
Great game. I enjoyed it.
Nice work, the artwork in the game is well made and clean. I like the simplistic geometric style being applied to make such different and unique ships with their own personality. I found the ammo counter to be distracting, and didn’t think the moving ammo shells added much to the aesthetic.
I usually find it a little challenging in games when forward = where the ship points rather than up, so it was a bit clunky at first. Perhaps a little bit more time to acclimate to the controls might have eased that… but otherwise the control was smooth.
The upgrade system i loved. Simple straight forward, interesting upgrade choices. I will say though i wanted to see the purple and green (more interesting) varieties much more than i wanted to see the flat % upgrade ones. Even if I would end up choosing the flat upgrades; the more interesting ones were more exciting from an exploration / experience pov.
My main criticism would be that the optimal strategy seems to be running as fast as possible away from your lovely artwork and shooting over the shoulder at enemies you are outpacing. I’d like to see strafing and circling, more play and counter play, really putting your excellent artwork on screen at all times.
Great work! Continue to grow and challenge yourself!
This game is really fun! I like how unique your powerups are, especially the one that gives you allies and the ones that come with drawbacks as well. You've got great juice and game feel, awesome sounds and visual effects, as well as screen shake and a really reactive UI. I particularly like how the bullets drop when you use your ammo. Sounds being different in slowed time is a wonderful detail, as well as the addition of a little music. You've got good enemy variety, and the red enemies that ram you really force you to use the time slow mechanic.
Two pieces of feedback from me: I think the normal gameplay should have some kind of music track. The majority of the damage I took as well were also at the start of a round where the game would freeze for a few seconds, and suddenly I'm surrounded by enemies, usually already been hit by the red rammer. I can only make assumptions since I didn't make the game, but I wonder if spawning all the enemies at once at the start of a wave is causing the game to hitch. If you haven't already, I'd look into using an object pooling system for the enemies. Rather than spawning them and destroying enemies, the game would load them all and hide them up front. When you need an enemy, the game unhides them, and when they are destroyed the game hides them and puts them back into the pool to reuse. When you need objects to be spawned and destroyed often like in this game that can really help performance.
Awesome job!
Thanks for playing and the feedback! Audio was definitely a large problem for me during development, although I have already implemented a resource pooling system, it keeps entities, effects and projectiles loaded in the background, I might need to look into it again but thanks for the advice!
My playthrough thoughts:
Thanks for the feedback and playing my game! Honestly the wings bothered me a bit too but I couldn't think of any other way to signify backwards movement since the ship doesn't have back thrusters and a static ship drifting backwards looks a bit odd. I thought I fixed the browser stutter but I might look into it again.
Ridiculously cool time dilation effect! Fantastic animations too. :)
This game was really fun—retro style but very enjoyable. The sounds were really good, you made the physics part awesome, and flying and upgrading the spaceship was a lot of fun.
Anyway, good luck!
This was so much fun! Roguelike shooter that looks great and plays wonderfully :)
I really like the look of this game and the way the visuals merge together. The style felt clean, consistent, and well-executed (I love vector art + bloom), and I really liked the individual sprites for the player and enemies. The particles looked fantastic too, detailed but not overwhelming, and really spruced the whole game up. I do think there could've been a bit more visual clarity differentiating enemy and player missiles from each other, though, I couldn't really tell in the moment what was or wasn't trying to hit me as I only had a split second to look before flying away. Perhaps making player missiles blue like player bullets could help?
I do agree that the balancing was a little off. Once I got a couple upgrades and could circle around groups or fly away while shooting, I didn't really have an incentive to do much else. It was a repeating pattern of wait until spawns, Time Sink through the crowds until I get clear space, then just drag them around behind me until everyone's gone. Don't get me wrong, though, the gameplay was still super fun, the feedback on shooting and hitting enemies was terrific- it just felt a bit limited in terms of successful playstyles, though I know that's the main balancing problem for any game like this, really.
The Time Sink meter in the corner could also be enhanced a little bit- I struggled to read the stats in the center, and although I loved the moving texture over the top it wasn't easy to tell how much power I had left. The ability itself felt very strong, which from what I can tell was the point, so no complaints there. It also felt really fun to use, sufficiently like a time-warp drive!
I know audio has been mentioned a couple times too, and I do agree there should be a bit more of it- I think even a whoosh sound when a bullet gets close to you or something, to help join what I'm seeing with what I'm hearing.
As far as shooters like this go, this one was really good. It felt super satisfying to play, and I'd love to play an expanded version after the jam :))))
Thanks for the feedback and for playing so much, you probably have gotten the furthest out of everyone I've seen play my game (including myself!). I will definitely smooth out the game after the jam is over, balance and audio were probably the least focused aspects (ironically, likely the parts that should have taken the most attention). Thanks for the valuable review!
Of course!! I had a great time :))
Honestly I don't think balance and audio are a massive deal for a jam, though that might be a bit of a controversial statement. I'm much more appreciative of the implementation and completeness of the gameplay itself rather than the balance, if I was coming into this expecting a perfectly balanced game with impeccable audio I shouldn't be allowed to vote in game jams in the first place 😔
Great work on the game, truly a time sink :)
Game play felt solid, loved the upgrading system.
The balancing could maybe do with a bit of work, it felt like the most efficient way to play was just flying away in one direction and spamming projectiles behind.
The thruster speed and the enemy speed basically meant that it's hard to do any type of evading so it doesn't really feel good to fly towards the enemies at any point, which is a bit sad for a twin stick shooter
Some background music would also go hard with the game.
But overall, I had fun with the game and the entry is really solid!
very fun but laggy
Very nice. Everything felt good. A very cohesive experience. well done :)
was kind of laggy, but i really liked the game
Nice! Calling it here.
Very neat looking UI and clean art work over all. The game chugs very hard on first instantiation of some effects due to shader compilation I think. The trick to get around this is to have a loading screen where you instantiate all those effects/shaders once so that it doesn't then stutter in the midst of action. This was my first time using Godot really in a long time and struggled quite a bit with the same thing. The web build shader compilation (on some machines at least, seemed to be slower on PC than Mac) really seems to be slow. But even if it'd be faster, it's not optimal to do it in the middle of the action when it will at least skip some frames.
Sounds too were good but some music really would have been needed. And there were some actions that weirdly had no sound. Enemies overall could also use some more "passive" movement sounds and even stuff like a warnings before a charge etc or something.
Sometimes it took ages to find the final enemies of a wave. Of course you could just stay still and wait for them to find you but you'd run the risk of getting ganked without any time to react. Some indicator arrows pointing at off screen enemies would help a lot. That same thing would make starts of rounds more fair as you'd have at least some clue on from what all directions you'll be swarmed at.
Guess I lied about that being my final run, went for another one but now at around wave 10 I can't find the final two enemies anywhere. I've been wondering around and even completely idling still for a good 5 minutes but nothing. Not fun really. And the same thing happened now a second time too. I had just one charger enemy left so as it was about to charge, I slowed down the time to trigger that very over powered mushroom powerup and the enemy just vanished not to ever appear again.
I find that the time slowing mechanic is maybe a tad bit too powerful (or recharges too fast after use or something). It kinda forces you into this awkward dual play mode of slow down & nuke everything and then kite around until you get your charge back. Then just rinse and repeat and hope you don't get stunlocked into oblivion after a slow charge ends. This strategy also makes quite a lot of the upgrades kinda moot. Like the shot speed (especially the rare one) seems awesome at first but with such a limited clip size, slow ass reload and the forementioned slowdown strategy, it's kinda pointless. So from all I've seen, it's basically just mushroom, ricochet, homies, clip size and finally slowness extension, damage reduction or maybe some extra hp (too much seems like a wasted cost) when nothing better is to pick.
But the constant disappearing enemies forcing you to a soft lock really detracts me from going for a better run.
Anyways, good job! 👍
Thanks so much! This is incredibly valuable feedback! I do need preloading, i think most of the stutter is just from loading scenes actively. Im also actively building my library of sounds at the moment, it's a bit hard since I work on everything solo and I basically had to rush this game down in a week due to other priorities. I never encountered enemies just disappearing like that though in my playtests, even when I set the wave to 30+, might be collision issues or something. Anyways thanks a lot! I think this is the most useful feedback I've ever received on a game, I plan to smooth out the game post-jam to make it more playable, this will help a lot.
Glad you found it useful! I often think if my feedbacks are overly critifal. I just give out same kind of feedback I'd like to receive myself. And of course pointing out what are the aspects that could be improved on is more useful than focusing on what does work. Even if one wouldn't do any post-jam version and fix any issues, it's still a possible learning experience and one might avoid the same mistakes and design flaws the next time.
I found that Godot's GPU particle systems are the biggest framerate killers when you instantiate them for the first time. My game completely froze for a good 10 seconds or so the first time an enemy was killed the first time I tried the web build on PC. Weirdly enough on (a less powerful) Mac it wasn't just a couple of dropped frames and while playing on editor, it was completely unnoticeable.
I feel ya, I'm completely solo too (though this jam I had a colleague of mine do music). It is a lot of work to juggle all the different aspects of development. I usually do 48 hour jams so a full month long jam feels like an eternity 😅 but that too can slip away fast, especially if one has some other priorities like you did this time.
And since you plan on doing a post-jam version, one other thing that would give the game much more replay value and longevity is more powerup variety. I think maybe doubling the current pool would be a good number to aim for. I think that'd be enough that you would get more varied choices and especially the common ones wouldn't always be the same. Dropping one of the pick options to that classic "choose one of three" too might also be worth considering as that'd increase the build variety per run as you couldn't always get what you want. Even super simple additions like basic stat boosts that you already had a bunch of would help the variety a lot. Stuff like damage, reload speed, acceleration (never really wanted to take the speed boost but better acceleration would have been awesome), less knockback or more invunerability frames etc.
Loved the UI and overall design, unfortunately the web version was a little glitchy. Fun game , good job!
Good game, I enjoyed playing it. I know it is a design decision, but I think this kind of games are funnier when you can shoot without limits, there were some moments where you missed the possibility of shooting faster.
Thanks for playing! Shooting is limited to make sure players make use of the time mechanics but I probably should have added more upgrades that let you shoot more continuously (since there's just 1 upgrade that increases your ammo)
Greate UI and visuals. Good Job!
Awesome game dude! from the sounds to the animations and movement. I really enjoyed it.