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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.
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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!