Cool idea!!! I think you could've ramped up the difficult even more, I was chilling on round 30 with 15 hearts. Lot of potential to keep expanding this with more abilities and enemy types though, nice work!!
Play game
Reverse Cooldown's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2340 | 3.727 | 3.727 |
| Audio | #4328 | 2.818 | 2.818 |
| Enjoyment | #4917 | 2.864 | 2.864 |
| Artwork | #5979 | 2.727 | 2.727 |
| Narrative | #8394 | 1.773 | 1.773 |
Ranked from 22 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?
The player's abilities only take effect after a countdown
(Optional) Please credit all assets you've used
font Jersey 15 Designed by Sarah Cadigan-Fried
https://sfbgames.itch.io/chiptone
https://freesound.org/people/MattRuthSound/sounds/561699/
(Optional) What would you like to be called if GMTK features your game?
Bruno
Comments
Great Concept.
I think making the movement also locked in cooldown makes it more harder. It is already somewhat hard as it is the reverse of what we are used to (at least that is what i feel).
Really cool idea here, but the lack of feedback is killer to figuring out how it works. I think even a simple sfx you've pressed a button would help a whole lot
I like this concept quite a bit, once I got the hang of the mechanics I felt properly engaged the whole time. There's a steep learning curve to overcome, but I think it's worth it. Perhaps there could be a little more telegraphing on what an attack will do when it's queued? Like a target reticle for the projectile's target position, or the shield could have an initial pulse on each beat before it fully defends the player, for example.
Also, I think that even with the larger hitbox and understanding of the projectile attack, I was having quite a bit of trouble gauging whereabouts the square enemies were going to be. I think the constant, smooth movement makes them a bit hard to assess when making a snappy, 1-beat decision on where to shoot, and if I've made a mistake, it's far too late to course correct. Apologies for playing armchair designer, but I think the square enemies could benefit from moving in pulses as opposed to their current smooth movement, so it'd be easier to gauge their travel distance, and more time can be spent focusing on the rhythm mechanic, which I think is the meat of the idea here.
Nitpicks aside, this was still very fun.
Really neat idea ! One feature I wish was in the game is a way to know where enemies when you shoot but that could just be a skill issue on my end
my poor smooth brain kept forgetting what my previous action was and I'd be like ah man I shot over there a second ago. I think having indicators lock down for what you had previously setup up like a line to where you are going to shoot/move etc in 3 seconds might have made me catch on faster. Overall it was a really fun experience though.
Well Done Game!
even with instructions overwhelming at the start.
Still great idea!
It a very creative idea love how you have to time your attacks in adavanced.
It is very enjoyable but somthing i could suugest you could improve upo is that you could get upgrades and have shorter wait times
The simple artwork works very well for the kind of game it is, it really clean looking as well.
The sounds are satisfying and not annoying to listen to but would be nice if it had some music.
I liked it.
I feel like there should be some feedback when doing actions, for example, you move and it shows the place you will move to in after the cooldown. Right now especially at first it’s very hard to control.
woow its amazing! Reminds me of the first game ever, really fun and engaging! Keep up bro!!




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