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Deadtime Hunter's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #530 | 3.966 | 3.966 |
| Artwork | #1528 | 3.847 | 3.847 |
| Audio | #1530 | 3.424 | 3.424 |
| Creativity | #3962 | 3.390 | 3.390 |
| Narrative | #4566 | 2.441 | 2.441 |
Ranked from 59 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?
Your remaining time is your health, a literal countdown to death. But the closer you get to zero, the stronger you fight. Every wave is also a race against a contract deadline before time runs out.
(Optional) Please credit all assets you've used
Free music and sound effect (see description for full credits)
(Optional) What would you like to be called if GMTK features your game?
KrappyDev
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Comments
The aesthetic is very nice :D
Thanks !
The best game ever. Wouah...
Great job.
Fun and amazing.
Thanks !!
Beautiful art and gamepage looks really good! You did a great job <3
Thanks a lot !
One of the more unique vampire survivors style games this jam! Loved the artstyle and the timer for a health bar, Really helps encourage aggresive rather than safe Gameplay. Great Job!
Thank you !
This is a very good game ! I really like vampire survivors like. The boss completely caught me off guard, it was a really nice change of pace !
Thanks !!
A really fun game! Made it to wave 9, where the speedsters straight up just demolished my run, but it was enjoyable!
Thanks, glad you liked it !!
I find this game totally fun! I think I’d like to play it again and I hope you’ll make it available without downloading, as the game jam is over! I’m glad I could play it and I hope I can play this super fun game again and take on more difficult missions! Let’s go!
Thanks ! I'll definitely release a web version in the next update !
Really interesting game. Good job
Thanks !!!
This was fun! (got to level 8!) I liked the character and UI art! Something funny is that I actually used the same soundtrack by Matthew Pablo in a game I made for an Open Game Art Jam some years ago. It's great to see the track used so well and getting more exposure!
I enjoyed the vampire survivors-like gameplay. Having upgrades even with the 4-day time constraints was really the cherry on top. Shotgun felt like the strongest ability, since the extra shot combined with the regular bullet took out 2-shot enemies quickly. Booarang was also cool because it functioned similarly. Shurikin was fun because you could use skill to ram it into enemies, but it didn't feel powerful enough relative to the amount of effort needed to use it. Would also be cool if you could get a shrunken that spins in the opposite direction later on. Though I think it's alright for things to be a bit out of balance for these types of games, because a lot of the fun comes in finding the OP strategy.
I didn't notice the player character strengthening when the time got lower. If his damage gets higher, maybe adding damage numbers flying off enemies when they're hit would make the player notice it more. I kinda wish the time crystals had bigger collection areas, though that might just be a skill issue on my part. The movement felt like it had around a 0.1 sec delay before it responded to the keyboard, which might be because of lag on my computer.
The enemy variety was awesome. Each enemy felt distinctly different, presenting its own challenges to the player. I never got to meet the cat boss, but I might come back and play the game again later to beat him.
This is a wonderful game! Great job!
Thanks a lot for playing and for taking the time to leave such thoughtful feedback ! It's really helpful. I'm happy you enjoyed the different enemy types and the upgrade system. I'll try to improve the low-health strenghtening, the shuriken, and the overall balance in the next version. I also really like your idea of having a shuriken that spins in the opposite direction. And that's a funny coincidence about the Matthew Pablo soundtrack ! Thanks again, and I'm glad you had fun !!
The art work is great overall a awesome entry
Thank you !!
Juicy juicy juicy. I didn't think there would keep being more kinds of bad guys, but behold, more bad guys.
I've never played much of this genre, but I can see why people like it so much. For me it hits that path-of-exile itch of the effects jungle. I love all the different weapons firing off and constantly playing mad on my keyboard to dodge. At first I played greedy, and then through to the boss I was scraping through with less and less time spare.
With a few playthroughs, there definitely seemed to be a range of early playstyles that all felt unique. By the time you get to the boss, though, you probably have every weapon and are just spamming the +15%ers.
Ok, the court-mandated critique. It was all very precise. Although the snappy inputs felt absolutely brilliant, constantly running circles to try to pick up a +time or worse, having them go from there to despawned just as I stepped over didn't make the game after as more just less fun to play. I think a little coyote time and forgiveness to enemy hitboxes, and forgiveness to the +time boxes would improve gamefeel a lot. You can always tune other levels for difficulty. I think by the time you get to the boss all the upgrades kind of blend together. The most "fun" one I think was just the bullet bouncing. I'm sure you're plenty excited to make new content yourself.
The inputs were fantastic though. The crisp directionality really gives me a sense of control that's important here. I loved the blorbos, and you kept incredible accessibility in the color and variety of their shapes. At a glance, I could easy tell what challenge the game was asking me to rise up to. None of it yet felt too easy or too hard. For a GMTK Jam demo, it was tuned perfectly for a couple of runs. You've kept the art style cohesive even across the UI, which is a big ask and a big plus. There seems to be room for plenty more content, bad guys, upgrades, even landscapes. I liked the contract system, though in practice I knew I had to always pick hard if I wanted a realistic shot. Maybe if instead of easy medium hard, you come upon more modifiers for path A, B and C I'd have spent more time engaging with it.
All in all, put an easy hour into this one submission. :thumbsup:
Wow, thank you so much for taking the time to write such a detailed review ! It really means a lot. I'm really glad you enjoyed the controls and the overall feel of the game. You made some great points about the pickups, upgrades, and the contract system. I'll definitely keep them in mind for the next version of the game. Thanks again for spending so much time with it !
Splendid colors! Definitely my kind of ambiance ^^
The art is wonderful, and I can't get enough of those cards; they all look so nice!
Since I saw you were also planning to continue the game after the Jam, I think the game can be improved in the target-hitting feedback. It doesn't feel that satisfying to hit the enemies, since the sfx is a bit "light", and they do not react that much to our bullets; maybe having them fall back a few meters could make us feel the impact more for exemple?
And adding some kind of "alarm, which indicates that the round is almost over (the screen gets red in the corner, or the music could accelerate even more).
Love the variety of cards+enemies by the way!
Congrats on yourA game!
Thanks for the feedback and ideas, it really means a lot ! I will try to implement them in the next version
Very cool system of upgrades! I would've loved to see more diff in between how the different enemies behave. For example, I liked how the blue ones were way faster, would've loved to see more of that. Overall, I really like this entry. The contract system also adds another layer. Congrats!
Thank you !! Each enemy has it own behaviour, the base one, the runner, the slow tank, the charger, the shooter... But I will add more diversity when I update the game !
Aah, I think I didn't notice the speed on the slow one, or the charging one. I just noticed some of them took more hits to defeat, but I feel like the different movement speed added a more visible difference :)
I'm kinda like this kind of game, especially when you reach the endgame and achieve the unbeatable power. I have some questions: is there any build that allows you to afk? or you gonna release an updated version after jam? I really want the endless mode
Thank you for playing ! Yes there is a build, but i'm not the one who found it... I'm gonna update the game after the jam !
Looks great and the little animations and juice really add a lot! I’ve sent you some feedback on the discord :)
Great game and it’s a lot of fun!
Thanks a lot !!
I enjoyed the soundtrack, the upgrade system, and the mobs. Made it to wave 8 on my first try!
Wasn't sure if I missed it, but was there a firing speed upgrade? I think I found that it's difficult to get past some of the later waves with larger contracts because it seems quite rare (or maybe it doesn't exist)? I took 2 damage upgrades once it wasn't enough to chew through the mobs.
I also thought the health tied to the timer was pretty interesting as a concept too!
Thanks for the feedback ! And yes, there were a rapid fire upgrade
I like the upgrades and contracts systems, it's fun!
Thanks !!
really big fan of your sketch style art throughout and the gameplay on this one was enjoyable and really felt the rush of it as your health got low. great work all around would love to see this expanded upon!
Thank you !! I'll try to do it after the voting period ends !
the art style is amazing! I love the contracts; I haven't seen that before in this type of game. It's polished and was fun to play!
Glad you liked it !