Play game
No Time To Reap's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #15 | 3.926 | 3.926 |
| Gameplay | #17 | 3.630 | 3.630 |
| Overall | #23 | 3.415 | 3.415 |
| Innovation | #32 | 3.222 | 3.222 |
| Ambience | #45 | 3.333 | 3.333 |
| References / Humor | #51 | 2.963 | 2.963 |
Ranked from 27 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 was fun, although the matches felt too short at first, but the time increased as I unlocked more skills. In the end, I unlocked the entire skill tree!
Thanks for checking it out!
The post jam build will be increasing the base time slightly, to help incentivize gathering more resources and maximizing time spent in a run, I was worried about how long runs felt, and it definitely sounds like there's a consensus that they were a little too short without all the time upgrades bought, but thankfully that's literally a 2 second fix!
The upgrade tree will be expanding soon, for better or worse, so it'll take a little more grinding to fill out the tree, but thankfully I worked out a solution with this build that removes the need to reset saves after a patch, which is a game changer (no pun intended), and I think it will really help player retention if they want to return later.
Thanks for leaving some feedback, and we'll get working on it!
good job. A better pacing and more attack/enemy variants and it'll get there.
I would recommend less percentage based upgrade though. Something like double/bigger projectile will have a lot more oopmh.
Thanks for playing!
Already looking at some more options to help improve the grinding a bit, with a higher difficulty option that will give some better rewards.
I'm interested in looking into something like multiple scythes, or piercing, but I'm concerned it'll break the system a little too much at the current stage, but I'll definitely keep brainstorming and see if I can find a good middle ground, since more upgrade options are always good.
As far as enemies, I'd like to work on getting a couple more in with some different attack patterns - I've got a small idea for one, but I'd like to try to get one more in, too , though I don't really have any ideas jumping out at me at this point in time, so I've got to think on it a bit more.
Thanks for the feedback, always useful!
Can't wait to see how this will be enchanced post jam! I really liked the concept, the skill tree and the farming! Only feedback I really wanted to be more accurate is the melle enemies. But the rest is up to go with proper leveling!
Thanks for checking it out!
I'm actually kind of excited for some post jam support myself, too - won't be a whole lot, but I don't normally return to jam projects, due to various personal reasons or reasons from the team. But most everything is already in place for the first post-jam build, and it didn't require any more work from the rest of the team, which is nice, and there are some more upgrades on the way with it! Second build, however, may be a different story...
As far as the melee enemies go, what were some struggles they were giving you? Off the top of my head, I could see that it could be hard to tell when they were going to attack, which could make fighting them feel a little unfair. But I'm more than willing to hear your thoughts, and see if I can get it fixed!
Thanks for taking the time to play, and the team and I appreciate the support!
I really enjoyed it. As a fan of extraction shooters, I initially felt that each run was too short, but it was interesting that this could be compensated for through various upgrades. I also liked the boss fight that made use of time mechanics.
Thanks for playing!
One of the games that I was taking inspiration from for the incremental mechanics, Astro Prospector, had shorter time based runs, and I thought trying to combine that with the extraction elements would make for a unique approach to blending the two genres. Plus it meant you weren't crazy committed to sitting down and playing, if you started a run. I tried to trim the mechanics that I felt were pretty punishing from other extraction shooters out, to make it easier to design, and a little more "friendly" to new players, though its not like this game had a steep learning curve. Regardless, the idea of mixing the genres was a little bit out there, but I wanted to try something a little whacky this time around.
And I'm glad you enjoyed the boss fight! I wanted something to work towards with the upgrade tree, since I felt there wouldn't be much incentive to really play past the first 5 minutes otherwise, so though a boss fight doesn't really suit an extraction game for the most part, I still wanted to try to get it in. At that point, my goal was to include something that would incorporate the rest of the mechanics of the gameplay loop, to help prevent the fight from feeling like it was tacked on at the last minute and kinda forgotten about (though with the balancing, it may still come off like that, but that's on my end from tweaking numbers too harshly), so incorporating the time and charging mechanics was a given. After that I decided to try another new idea with the bullet hell mechanics, and leaning into that, I wanted to give some leeway to both myself as the fight designer, and you all as the players, by using the time as health for the fight, and having it replenish. Helps to cover up some of the "rough around the edges" design choices, and can let the player be more aggressive since there's no actual form of health recovery outside of the boss fight.
But thanks for taking the time to play all the way through, and letting us know what did and didn't work!
Extremely well done, despite the length. The gameplay loop, and the risk/reward meta was well balanced and motivating; the rough start didn't keep me from giving up. Would definitely love to see a longer version of this game.
Thank you!
Balance is definitely still a work in progress - Ideally I'd like the early game to not feel like too much of a slog, hopefully I can nail the numbers down to get things feeling good...
But there's definitely at least one more update in the pipeline, and I'm open to more feedback from players and the team as far as requests on what content to add!
Thanks for checking it out!
The music slaps! I like the transition into a different tune to signal that time is running out. Oh and the funny voice clips add so much personality too. XD
Cool skill tree! I like how the powerup descriptions also tell a part of the story and lore.
The tutorial is a nice touch although I feel it needs some adjustment. I started shooting up without moving and basically killed a couple of enemies off-screen before even reaching that part of the tutorial so I was a bit confused. Adding some walls to break down the area would probably help.
While the combat is simple, it doesn't get old even after multiple loops, especially when you've unlocked a fair number of powerups. The start is rough as time runs out quite quickly but I focused on time extension first and things got a bit more manageable.
With a fully unlocked skill tree, beating enemies is a breeze and even the boss fight ends quite quickly. XD
I have to say, though, I completely forgot about the special abilities. Just attacking and dodging normally was enough for me to enjoy the game.
I went back after beating the boss and tried using the abilities. The speed up and freeze enemies felt a bit too OP while the invulnerability felt unnecessary when you have fast speed to dodge and high HP/defense to absorb a bunch of hits.
Fun game! Good job, team!
Thanks David!
I'll talk to the team on the abilities to get their input. Honestly I mostly implemented them as a gate to prevent the player from just taking on the boss right out of the gate, but maybe just removing them in favor of some more stat upgrades, and letting the player attempt that challenge whenever would be a better shift...
And I'll look at increasing the base time some more, since that seems to be coming up as an issue. Likewise on the tutorial - I honestly had no guard in place for the player just outright killing the test enemies before even seeing them, developer brain moment, I guess lol.
But thanks for the feedback, we'll definitely get on incorporating this into the next build!
Rad soundtrack and fun gameplay loop. I really enjoyed the calli yelps as I got hit. Very funny stuff.
Thanks for checking it out!
Genuinely think the music does so much to carry the rest of the game, Mechpie did such a good job, I don’t think the game would play the same without his hard work!
Likewise, R’s got a knack for adding flair here and there that I normally put off till the end, and subsequently overlook as a result. Glad that he was willing to work on another project with me for this jam - He pulled through with the voice clips for Calli and Kronii during gameplay and in the menus, really helps add some character and to break up what’s otherwise a relatively serious game!
I’ll make sure to relay your compliments, in case they don’t see it!
YAY!! I did it!!!
At first I thought Kronii was unbeatable but I was able to pull through :D
Loved the music and the graphics overall were pretty good.
Tha gameplay may need a little balance since I wasn't really able to "enjoy" it (enemies were too fast and powerful) and the time limit was a little too strict, but all in all a pretty good entry!
Congratulations!
Thanks for sticking it out!
I'm doing some more tweaks for the next build that should help with that - reducing enemy movement speed a tad and increasing Calli's movement speed, also a couple upgrades to help - life steal and critical hit chance! But there are also some more changes to balance that out (ehehe), so that makes me wonder if I might need to reduce the enemy health slightly too...
Same with Kronii, she's being adjusted a bit too. Unfortunately I went a little overboard on the number changes after the first build went up, and it might have hindered the gameplay loop a little too much.
But it means a lot that you kept trying and beat Kronii despite the odds!
I haven't seen much comment on the time limit, but if it continues to comes up as an issue, I can tweak the numbers on the upgrades to increase the time modifier and time gain during a run. I wanted runs to be quick, but the actual time management to continue to be an issue, even in late game, so I didn't want to be too generous, but I don't want it to hurt the gameplay experience, either.
Thanks for letting me know what we can continue to work on!
Glad to see you working so much on the balance!
I think that the more you have to do in any level the more the time limit will feel too short. I do think that quick runs are good, but they should allow you to do many things. At least in my runs I was okay as long as I didn't fight anyone, was that your intention? If I fought anyone it was too little time.
Hope that helps you with the balance, and I do agree that I may be an outlier ;-P
Thanks for giving more detail - definitely sounds like I need to turn the health down a bit then!
I originally envisioned hopping in, opening some crates, killing a few enemies, and then at that point needing to make the decision to extract early or push your luck to get some more loot but run close to the time
So tuning down the enemy health a bit should skew it in the players favor a bit more to squeeze in a couple more kills before having to leave (hopefully)!
The music is really great!! And the art reminds me of the old armor games flash games I used to play a lot on the family computer a long time ago :') so playing this gave me some good nostalgia. I really enjoyed the gameplay loop too (though I've always been a sucker for these types of top-down action games hehe). While I do think boss Kronii's attacks are really hard to dodge, I didn't need to because I was so powered up from all the upgrades that it was a walk in the park haha! I enjoyed playing!! Great work!
Thanks for playing!
Glad this hit a chord with you, to be honest I hadn't really considered how it evokes flash games until this very comment, but I can totally see that! Used to love playing on AG myself, too!
I had mentioned it in a previous comment, but I was concerned about the upgrade scaling, since I wanted to preserve the feeling of power progression that a lot of these games have, while still requiring some initial investment to be able to fight Kronii. I think that was where the main hump came in, since I balanced her with the player having a decent amount of upgrades in mind (and as a result she's been a little too tough for what I envisioned a tester or player would need to complete, with respect to their time).
But I've tweaked her a little bit for the first post jam build, and I think she feels a little more fair if you aren't geared to the teeth. But thanks for taking the time to invest into the tree and get to the point where you could just walk over her, that's the affect I was going for if the player had a full arsenal.
Thanks for the feedback!
I really like the idea of skill tree that unlocks with materials gathered from each runs. Game looks simple but pleasing. Love the adrenaline pumping music and the soundclips used for Mori!
For the boss fight, I feel that her attacks are too quick to react, and it amounts to just moving to and standing on each portal while tanking all the bullets (they don't do too much damage for you to get hit with) until her health whittles down. I think slowing her bullets down while increasing the bullet damage can make the boss fight a little more interesting.
Really solid entry, thanks for making this!
Thanks for checking it out!
I wanted to lean into a simpler gameplay loop and system this time (my team's entry for HoloJam 6 was nearly too much to handle, so I wanted to dial it back a bit hehe).
But we worked with a new musician this jam, and couldn't have been happier with the end result, he did such a great job on the tracks, and whipping up the SFX for most everything in the game (now I just need to see what I can get him to cook up for the post jam content :wink:)!
I've brought it up in a couple replies now, but in the next build I have added a delay to some of Kronii's more difficult attacks to make them easier to handle, but I may also reduce her bullet speed across the board slightly to help with those and the non-delayed attacks.
I've also reworked the boss fight mechanics a bit to prevent the player from just standing on a single point and charging it repeatedly - slowing the player down was my original solution to that, but it sounds like it didn't really land, so I had to tweak some more central aspects of the fight, but I think that change is for the better (though I guess I'll find out when I can upload and get players' feedback...).
I definitely do think the boss fight has been one of the harder aspects to manage, between incorporating the main gimmick and balancing in general, but thankfully I can rely on everyone playing to provide insight and different perspectives to help me come up with potential fixes!
Thanks for taking the time to play, and for the helpful feedback!
Super fun! Loved the concept! I'm in love with the fact that you made this in godot as well! I think maybe the player could do with a bit more speed? It just seemed like the enemies kept catching up to me, and that may have been the point, but I think increasing the move speed of the player to be just a bit faster would I think feel better, but I could just be bad at the game! The art was interesting, and the music was superb! I appreciated the tutorial level too!
Thanks for playing!
I swap between Godot and Unity depending on the project, but I love how lightweight Godot is, and I honestly think I prefer it for 2D development over Unity. Plus I find it easier to make UI in Godot, which is one of my weakest points, so I take all the help I can get. I'm glad that we were able to stick with it for this project though - one of our programmers, who built the upgrade system and menu, was getting back into the swing of using Godot with this project, and he really came through, despite the pressure of the jam.
Unfortunately enemy balance has been the bane of my existence in this game since releasing the first build, can't seem to strike a good balance...
I upped their numbers across the board cause they weren't really a threat before but now I think they might be a little too tanky which makes them harder to deal with - I'll get it eventually (I hope)
Super pumped to hear about the art, our artist could really only focus on it for the second week of the jam, so I think they did a fantastic job on getting everything done in the time frame, and its all super high quality!
Music too, I gave our musician a couple basic ideas to work off of and he hit it out of the park, I couldn't be happier with the end result!
The team really killed their individual roles, super proud of them all.
Thanks for taking the time to play, and letting me know I've gotta go back into the depths of number tweaking ;-;
Of course! And thank you for taking the time to play m game too! I absolutely agree that Godot is superb for 2d and UI. I'm trying to do UI in unity and it's a pain right now. And I get it for the balance stuff too! I'm just beginning, and I'm bad at it. I absolutely adored the upgrade system too! The Ui is fantastic. Keep up the great work! I think you and your team are doing superbly!
Super fun game! The flavor text in the upgrades is also a nice touch. Not sure if I was getting stuck on something but it felt like the boss room had some invisible walls? Also, would have been nice to be able to navigate the skill tree with WASD, but maybe I'm just too lazy to click around or move my hand to the arrow keys, haha.
Thanks for checking it out!
WASD navigation should be an easy addition, but I honestly figured just using the mouse with keyboard controls would be easier. But I can get it in, for sure.
I do have some colliders on the outside of the boss room, since it's only supposed to be confined to the circle, but that should be it. I can take a look to see if there are any whacky collision issues and get hopefully them fixed.
And I'm glad someone noticed the flavor text! I like to put at least a little bit of story in my games, but this one didn't really feel like it would have a natural place that would interrupt the main flow of gameplay, so I settled for a middle ground, taking the Dark Souls approach and giving some upgrades a little lore blurb, in case players were interested and payed enough attention in the menus. But this is the first time I've seen anyone mention it in the feedback so far!
Thanks for taking the time to play, and for the helpful feedback!
Haha, yeah I'm a sucker for subtle storytelling so the lore blurbs really caught my eye. Also, I think I figured out why it felt like there were invisible walls in the boss fight. For some reason when I first load in, I'm unable to go more than a few pixels left right or downwards (ASD), as if I was locked in a small box. I'm guessing this has something to do with triggering the start of the boss fight, since Kronii only starts fighting once I move upward. Once the fight starts, there's nothing blocking that area I started in, which is probably what made it feel like there was an invisible area in the start.
Ah yeah, I boxed the player in on start of the boss fight on this build of the game . I've changed it so that box is removed on the upcoming build, but of course I can't upload it yet due to the restrictions.
When I was building it, I wasn't sure what I was thinking, since I could just adjust the trigger to fire on exit instead of forcing the player to walk forward, and I do think that's caused some confusion for players. With the next build, that's how it works - the fight will start no matter what direction you walk once you leave the spawn area.
But its already fixed, just suck in limbo for now, sorry about that!
It took a while but I realised that that wasn't Calli's feet.
The upgrade tree was really cool but getting the bones was a little grindy as I got a lot of gears left over at the end. The shield also seems to be infinite as it went into the negatives during Kronii's boss fight, which made it too easy lol.
Thanks for playing!
I've also been seeing some feedback that the bone and gear balancing was skewed a bit, so I've adjusted some prices to balance it out a bit more (unfortunately that doesn't affect anyone who's already bought the upgrades, but that's how it goes, I suppose)
As far as the shield goes, do you mean the time bubble ability (the one that you activate with spacebar or the bottom face button)? I can look into that, I didn't really test edge cases during the boss fight, so it might be linked to that.
Thanks for taking the time to play and leaving some feedback!
Cool game! Really liked the core gameplay loop. I will give my own thoughts on possible additional features to spice it up since I see a lot of potential:
The lack of variation/progression in the map was a problem. Enemies should meaningfully scale with player power so the game doesn't get boring as it gets easier. If you are worried about enemies outscaling the player just make the difficulty increase optional ex. poe2 map mods. Allows for a more satisfying difficulty curve without much more work.
Making lategame soul gated is kinda lame because you don't get them from killing enemies, so you just load into the map, run around and get souls, and leave. It should really be the opposite, early game should require more mats which are easier to get while late game should require more mats that enemies drop.
Enemies do too little damage. In a game like this it'd be fair for a melee character to do 1/3 of your health and a ranged to do maybe 1/5. Health felt useless and I was literally intentionally tanking like 5 enemies at once because I knew they couldn't kill me. For context I didn't die or fail to extract a single time the whole game.
Kronii's attacks are just way too fast to avoid. I beat her first try with fairly minimal upgrades by just standing still on the portal and whaling on her because trying to dodge her attacks is a waste of time. Just decrease the projectile speed 5x and increase the number of projectiles by 10x and it'd be a proper bullet hell fight.
You could try and make upgrades a bit more interesting. Some simple options I can think of are: multiple projectileinstead of just one, penetration of more than one enemy, crits, lifesteal, But I don't have a big complaint honestly, the skill tree is fine for a game of this scope, if anything it's a little too big.
Overall I still had a lot of fun though, good job!
Thanks for playing!
I had originally had the idea for multiple maps, but that didn't pan out and I didn't want to try to bite off too much for the content of the Jam. But the team and I are actively looking into adding a couple more for post jam content, so it's not falling on deaf ears!
Coupling with that, I actually programmed the enemies to work like the player - they have their own stat modifiers for health, attack damage, and move speed. But I couldn't find a good way to tie it into the gameplay loop without taking away from the power fantasy of the player character too much. However, as a middle ground, I'm leaning toward reincorporating it with the new maps, to where they will add stats onto enemy modifiers, making them more difficult on higher level map choices, to give the player the option to interact with tougher content if they choose. I still need to make some more tweaks to get this working in a way that rewards the player (looking into that currently), but it's in the pipeline!
Balancing upgrade costs was a tough one on this project, in all honesty. I did want to keep that progression through the tree like other incremental games have while scaling the amounts, but I think it was really only something I could have ironed in with more playtesting, which was a little lacking on the tail end of the project. I was going to reduce the soul costs for the active upgrades, since those are required, but with the version 1.0 change, I updated it so you always have a set number of souls that spawn on the map, and it was over half the amount required to purchase 1 of the upgrades, so if you find a decent amount of them in one run, you're already making progress, and the original idea was that it was intended for some upgrades to take multiple runs to get. (Plus its already pretty easy to cheese the timer and max out your loot from a run, and I didn't want to encourage that any further with the current state the game is in - maybe I can look the other way if harder stages and more upgrades are implemented, since at least then you'll be risking more to meet higher cost requirements)
On Kronii, I've been looking into her boss fight some more to balance out those attacks that don't feel fair, adding a slight delay between when they spawn and when they start moving, to help give the player enough time to react and avoid them. I originally wanted this fight to be tough, since you don't lose health, and you gain back a big chunk of time when charging a portal, but it might have turned out a bit too difficult without all the upgrades. And hopefully with those updates, I can really lean into the bullet hell mechanics more and go crazy with her projectile count.
And I'm definitely considering getting more upgrades in - I've overhauled the save system for this post jam build, and managed to figure out how to prevent needing to delete save data when the game is updated, so the team and I can go crazy and add or adjust upgrades however we like, and it should apply retroactively, and not require you to reset, so now the worst part is figuring out what I can translate to work with how the upgrade system is built, but I really like your suggestions, and will definitely be trying to incorporate whatever I can that works in the coming update(s?)
Thanks for taking the time to play, and leaving such detailed feedback, it's really helpful!
The short period of time and lack of ability to really do much to enemies at the start made most of my time playing this feel like a slog. By the time I got through to the upgrades that actually feel meaningful, I'd gotten bored with seeing the same stuff over and over. Then the boss fight felt like just a test for if the player had gone through enough of the skill tree. In particular, the attack where she shoots in all directions didn't feel like something that could be avoided all, which gave me the impression tactics would be pointless.
That said, my biggest issue was at the very start. I didn't realize the tutorial continued upward, so I tried quitting out of the tutorial and starting a new game, only for the start game button to not do anything. I would've stopped right there if not for the comments on the game page mentioning the mandatory tutorial.
Thanks for checking it out!
Unfortunately enemies were a bit of an issue on this one - on the first build the enemies did basically nothing, and weren't much of a threat at all, so I scaled them up a bit in the early game, to still give the player the opportunity to feel that power level increase after buying upgrades, but it seems like I've been getting some split opinions on that after the 1.0 drop, so I'll definitely have to hit the drawing board and see what I can do to preserve that threat early while still making it fair - might just be as simple as reducing their health, in all honesty.
I've been working on a handful of tweaks for the boss fight, which primarily includes delays on attacks like the circular shot and the spread shot, to make them easier to handle, but unfortunately it wasn't something I was able to get in before the grace period ended, such is life. But it'll be up in the post jam build (just waiting to send it at this point, lol)
And I can definitely give the tutorial a once over - I originally had it so the indicator would point towards the next objective -> loot chest, pick that up, then melee enemy, defeat them, then ranged enemy, etc. but I took it out before submitting
To be honest I don't completely remember why, but I should be able to tack it back on, and that could be a helpful hint on where to go.
I also updated the menu to make it more clear that the tutorial is mandatory, instead of just leaving the start button on the main menu.
Thanks for sticking with it though, really appreciate the feedback, and I'll try to incorporate some alleviations into the build!
Fun game, I actually enjoyed the progression! The boss fight seemed a bit simple. I think this would be really cool with multiple bosses, more levels, and more weapons.
Thanks for checking it out!
Glad to hear the progression was fun - this was my first time trying to design an incremental game, so I was worried about making the upgrades feel rewarding without being too costly, and though I feel like I didn't really hit the mark, I think I got close (I am working on tweaking numbers to balance out what the costs since they seem to lean more towards bones and less gears, per feedback so far)
Likewise with the boss fight, this was my first time working with bullet hell mechanics, so I didn't want to go too crazy, and with Kronii requiring you to stand in a smaller area, most of the normal touhou-esque attack would likely just shred through the timer. On top of that, I still wanted the upgrades to feel meaningful in the fight against her, and not just in the regular level against the Kronies. Definitely some wiggle room though, there are probably some moves I can add to her arsenal to make her a little more deadly while not feeling too unfair.
But it would be awesome to come back and add more content, I just wanted to keep things small for the jam, out of respect for the rest of the team - we've all got stuff to handle, and most of us couldn't focus on the project until the second week. I originally pictured this being a game featuring Justice, and I think that would be a great opportunity for expansion if the team and I get the time to come back to it.
Thanks for taking the time to play, and for the feedback!
Wow, thanks for giving such a detailed reply! You seriously put in an insane amount of effort into this, much respect for trying something new and looking over feedback!
Game is fun. I think skill tree is over complicated for no reason. It force you to grind same level over and over again. If there was 3-4 levels before the boss it would be ok. So my point is skill tree not very fit length of the game.
Thanks for playing!
I can see where you're coming from on that. I would have loved to have multiple maps, but I didn't want to try to plan too much for the jam, and overwork our artist on the project. The easiest middle ground on that was randomizing the spawns on each run to try to keep things interesting, but it doesn't always land, unfortunately. Maybe I could have made some variants of the map and with tweaks to grant more rewards and cut down on the grinding a bit more, but grinding does come with the genres I was pulling from for inspiration, so it's not entirely unavoidable. Such is life.
And that's also part of the reason why we unlocked the boss a little bit early - so you wouldn't have to grind all the skills unless you wanted to!
But still, thanks for taking the time to play and the feedback is helpful!
I love the quick gameplay pace and the soundtrack that supports it. also huge plus for save system.
btw there could be a tooltip on the start button that you have to complete the tutorial first. i was a little bit confused, especially that i was able to highlight the start button by clicking it
Should be a quick fix to just hide the button if the tutorial needs to be completed, I can work on that easy. Thanks for pointing it out!
And I appreciate the shout out for the save system, even though it s a little scuffed - ideally I find a solution to retroactively updating saves with new patches, and it goes up with the post jam build... fingers crossed!
And I really wanted to keep that quick gameplay loop, one of the games I was taking inspiration from - Astro Prospector - has faster runs like these and it really helps set it apart from other incremental games, which I wanted to try to lean into. Thankfully the timer system lent itself naturally to that, but it doesn't always work out that way, so I'm glad it came through in the final product!
Thanks for checking it out, and leaving some feedback, glad you enjoyed!
This is awesome, a very satisfying gameplay loop that really kicks off when you get those first few upgrades. Good job!
Thanks for taking the time to check it out! When originally planning, I hadn't given too much thought to the gameplay loop, so I'm glad that it turned out well and players seem to enjoy it!
As someone who doesn't play extraction games, I wanted to find a good balance between taking the mechanics that still make them feel unique, without making the game feel too punishing for losing, especially since you start off relatively weak, but still wanted to preserve that ramping power feeling that incremental and upgrade focused games give.
Appreciate the feedback and glad you enjoyed!
There's definitely some solid concepts in here!
In the end, I did fight Kronii in the Throne of Eons and I spent my time maxing out all of the upgrade tree before fighting her. It admittedly made the Kronii fight quick work... though I personally like that taking the time to max everything out actually has you feel strong though (similar to how finishing all the side-quests in a typical RPG is bound to leave you overleveled for the final boss). Maybe there'd be some fine tuning to not make the final boss a cakewalk but still... feeling strong after grinding is a nice feeling.
What I would personally say is I am most fond of are the types of enemies that there are. There's only the melee, the ranged, and the shield/tank... but that's enough of building blocks to create more unique encounters in a longer game with more levels. I already felt a bit of that when I got lucky with some of the randomization gave me something like a couple of shield enemies with a ranged enemy behind 'em.
One thing I wasn't fond though was, in a way, the anti-synergy of gaining more time reducing the rewards I would get. I know the initial mechanic of staying later to get more rewards was meant to be a risk/reward kind of deal, but then gaining time just felt like it punished me when I got to the point where I was able to clear out as much as I could see on the map and then I just sat waiting until I estimated I'd get at least 1.8x the rewards when leaving through a distortion. In the end though, that's just how I personally feel.
So unless I missed something, there's only the Timeswept Graveyard and the Throne of Eons so I think I got through all the game has to offer. And overall, I enjoyed my 20 minutes with the game!
Thanks for playing!
I tried my best to balance the boss fight so that it worked in the way you experienced - taking the time to fill out the tree should have had a reasonable reward, and I felt like significantly speeding up the boss fight was a fair enough return for the time investment.
Enemies were something I was a little concerned about honestly. I didn't want to try to shoot for the moon with this jam, so that required really just having some basic enemy types, and the shield enemies were on the cutting room floor for a bit. Their entire purpose was to make the other enemies more difficult by just being a wall, letting other allies attack. I think one of the things that helped was changing the aggro mechanics during the grace period, since previously enemies would just stand around, until hit. But now, if there's a group, they'll all come after you, which forces you to handle the shielders so that you can take out the actual threats. Small change but I do think it made a big difference.
On the topic of end game runs, I've heard something similar from teammates, so I'm going to look into enhancing the spawn system to start spawning enemies once the time reaches halfway down, and I'm hoping that will help offset the map feeling empty once you get far enough in a run.
Thanks for the feedback, for taking the time to play, and I'm glad you enjoyed the game!
About the enemies: that's interesting that you were considering cutting out the shield enemies. I definitely think it was for the better you kept them in, in the end. They were the enemies that forced me to move the most and to actually plan around doing stuff. Melee enemies, I just had to back up while shooting at 'em. Ranged enemies, just moved side to side while shooting. It was the shield enemies that ultimately forced me to move around, especially then when they were blocking the shots for the other enemies. You made do with the time you had and I think it worked out well.
And oooh, about looking to enhance the spawn system... that implies you would be working on this game still. If so, I'd definitely be happy to give it another go when that time comes.
That's great to hear - I can divulge that the roadmap looks like at least 1 more post jam build scheduled, but the team is discussing how feasible it is to add some more content and bring it more in line with what the original plan had looked like, adding a little more content (not a crazy amount, but still something), but I've already made a handful of updates based on feedback from the comments here, so it genuinely wouldn't be possible without everyone's input!