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A jam submission

Quarter Till DoomView game page

Same stressful game, more slime, more unbalanced.
Submitted by The Warr Games (@TheWarrGames) — 3 hours, 13 minutes before the deadline
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Quarter Till Doom's itch.io page

Results

CriteriaRankScore*Raw Score
Most Engaging#1n/an/a
Gameplay#103.0554.667
Graphics#143.0554.667
Overall#162.6194.000
Theme#182.4003.667
Audio#181.9643.000

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I defeated the grand slime! The art is great and I think you've got a really solid gameplay loop here.

At first I found the game economy to be a little overwhelming given the number of resource types, but after I settled in a bit I found it OK! I'd still be curious to see how the game would play differently if you reduced the number of different kinds of resources or otherwise looked for other ways to simplify the economy aspect of the game. 

Having each room either be a resource room or a hostile room was an interesting choice. I'd be curious if you considered mixing the types? I bet there could be some interesting gameplay from doing so--for example, having high value resources guarded by more difficult enemies in some rooms or maybe even having lighter enemy types spawn in or chase in low value resource rooms to keep the player on their toes.

Great game with lots of potential—thanks for making and sharing it here!

HostSubmitted

i also got a bit overwhelmed by the number of resources, until i settled in to realize "oh it's just a color progression and fabric/ore are the same systems... they all just level up like copper -> silver -> gold -> platinum in WoW"

but indeed seeing them all at once from the very start feels like it's gonna be a LOT of resources to learn (expecting them all to be unique)

maybe if the upper tier resources were locked at first, player would only see 2-3 resources and not feel so much overwhelm at the beginning

Submitted (1 edit)

Ah, YES!  This was the one I was looking forward to playing the most.  No Game Maker.  No Unity.  No Godot.  No Pico-8.  Just raw effort and it definitely shows.  It has a bit of an NES feel to it, though it reminds me more of PC Engine given the colour setup you use.

Also, as of when I posted this, this game only has 2 ratings.  That is criminally underperforming and I find myself disappointed at the jam for everyone not dropping what they are doing and playing this.

Ecaroh pretty much covered what I would have said, though I find your penalties are far from brutal.  It's all part of the incentive to stay alive, after all.  

As for compatibility, I had zero issues playing this on my Windows 7 base setup.

Developer

Sorry to disappoint you, but this was made in GameMaker Studio 1.4. It's an older version, so that's why it seems to be compatible with Windows 7. As for why it has few ratings, I think I'll blame that on myself for not having a web-build. Unfortunately, the older version of GameMaker Studio doesn't support exporting to HTML5 without some weird jank that would need to happen. I tried exporting the file to GameMaker Studio 2 and then building it in HTML5, but the game didn't work properly. So I have to stick to EXE for this project. It's a tiny EXE though, just like 4-6 MB.

Submitted

Oh, okay.  It's just...  It was so small.  I was expecting this was something you made entirely by yourself.  I am so used to seeing bloatware games these days.  Still, I stand by the rest of what I said!  :)

HostSubmitted

that was a really well balanced game design! i love how snappy and responsive the controls were and how it ran super smooth on the web

i love the balance in all of the materials and upgrades - the combat progression felt great to go from very weak --> SUPER STRONG, you really feel the power curve in the game.

but the half XP loss was pretty brutal and caused me to have a rough time getting started early game, then i felt super overpowered for a bit, but still got 1-shot on occasion with surprise deaths (altho i didn't buy many upgrades for defenses it still felt like too much damaage?)

But still, SUPER fun! i love the mix of collection rooms vs. danger it had a nice flow of gameplay. Would have loved tool upgrades to break more rocks at once or break them faster.

COOL HAT ALWAYS IS THE BEST CHOICE :) but would have been sick if it actually gave an OP ability or something like Link's master sword projectiles.

JUst wanted a bit more than simply adding to the incremental stats.

These were all just the wishes I was having while playing because I was fully hooked on the game loop!

Amazing work this is a really cool game!

Developer

I thought so too. Halving level and experience seems pretty harsh in retrospect. I think what I'll do instead is half the final score, which would at least give people a chance to actually get to the boss. Thank you for your input, it was extremely helpful.

Developer

I went ahead and changed it. Now you only sacrifice half of your final score instead of your power. I hope that makes things better cuz the original death condition was indeed too cruel.

Submitted (1 edit)

You want brutal penalties for dying?  Go play Zeliard on the PC-8801.  That game makes you lose ALL your gold, ALL your collected Almas and half your EXP for the next level up if you run out of health.   This game is letting you off easy.  :)

Submitted

very fun, animations are smooth and all mechanics work very well. audio is decent,  wish there was music. still good effects

Developer(+1)

Thanks! I am not a composer. I tried for hours to make music, but it just doesn't click for me. I really wish it had music too.

Submitted

I can relate, we have a dedicated music person on our team we would be hopeless without. Even without music your game is still probably my favorite!