Love the art! I think the style is so cool
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Sand Of Souls's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #133 | 4.263 | 4.263 |
| Audio | #696 | 3.684 | 3.684 |
| Artwork | #937 | 4.070 | 4.070 |
| Creativity | #1689 | 3.860 | 3.860 |
| Narrative | #3332 | 2.702 | 2.702 |
Ranked from 57 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
An hourglass countdown represents both your health and your ammo. Vanquish enemies for sand to refill your hourglass and don't let them steal yours!
Comments
Wow the animations are crazy good on this game. And picking from 3 random options. Idk how you guys found time to implement all this. I especially like the clock animation when your time gets low. Controls were really smooth, enemy variety was huge. Nice work!
Super smooth animations and nice art, and the gameplay is really fun and polished! The upgrades are quite good and build off each other quite nicely, well done!
Really enjoyed this one! The gameplay feels smooth and polished, and the visuals and sound effects fit together really well. It was fun from start to finish
I’ve really had fun playing. Really polished game, loved the all the artstyle and the power up system
Really entertaining! The difficulty felt well balanced, and both the movement and shooting mechanics were very smooth. I especially loved the final boss spawn and the clock attack.
The game looks very polished for a jam entry! I really liked the attention to UI, sounds and overall palette! And the enemies are good incorporated in the overall setting.
I found it really easy on easy difficulty so I quickly switched to hard. The choice of guns was good balanced in my opinion but railgun and machinegun were my favorite.
For some reason it was hard for me to understand the differences between the time, health, energy and XP. I believe my first impressions were that when you collect sand you gain XP because you take something and you see the big XP bar above to go up. So my attention went to that big and wide bar and I didn't notice the changes in the small sand bar which actually is more important.
I think I would prefer it to be the other way around. Or maybe you can pin sand timer and sand bar to the player. This way you would have all the important information in the center of the screen because the user is constantly switching attention between player and enemies. For some reason I also believe I would prefer if I gained XP from the fact of killing the enemy (with a simple message "+100XP" near the player) while the sand were only connected to time, health and gun energy (maybe it is already this way but for me it felt different). Right now the game setting doesn't explain intuitively why all these things are connected. You have sand everywhere but the sand from the enemies is somehow valuable. Maybe you can change it to some holy water (like the color you use for the XP bar). Then you would use holy water to sustain your health and also you use holy water for your guns (regular water under pressure is very dangerous). And your sand enemies could use holy water as their soul. That's why player would need to collect it for themselves before it dissapears from the sun heat. Anyway... My imagination is taking me over :)
Overall I liked your game and I'm looking forward to see where you can go further with it if you will
Good job and good luck!
I really like how the game forces you to take your shots carefully, instead of spamming shooting like many similar games do. Good job!
Nice concept! Honestly, well done for making such a game in such a short time, well done!
There’s a bit of a performance issue, it’s crashing a lot on my end ;( but apart from that, well done again
Great game. Really satisfying mechanics, effects, animations. And I really like the music. Very well done!











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