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Burnout's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #291 | 4.100 | 4.100 |
| Creativity | #520 | 4.200 | 4.200 |
| Audio | #2696 | 3.150 | 3.150 |
| Narrative | #3744 | 2.600 | 2.600 |
| Artwork | #5244 | 2.900 | 2.900 |
Ranked from 20 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?
Two ways: obviously, there is a main countdown that you have to run to 0 to win. But also, the enemies all have their own countdowns as well. Running an enemy's countdown to 0 will remove the enemy from the game. The goal of the game is to use your skills wisely to survive continuous waves of enemies.
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(Optional) What would you like to be called if GMTK features your game?
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Comments
This is a cool concept, I like the turn based aspect. Good stuff!
Simple game with surprising depth and FUN! I tried three times and couldn't get past 26. My only critique would be the UI could use a little love but the idea and execution are great :)!!
Thanks for playing! If I may ask, was there something specific about the UI that bothered you? A handful of playtesters mentioned that the UI was blocking some of the enemies, so I made an option to hide it by pressing right mouse or CTRL. It's not a very obvious tooltip though.
Hi! Just want to start off by saying your game was SO good which is why I gave that feedback. I did see the hide UI option, I guess my comment is more general in that the act of choosing actions is so integral to the gameplay that I just thought it could use a little more polish, slickness but that’s totally just a random guys opinion. As an example Pawnbarian a very different albeit somewhat similar game has a main board with options on the bottom. https://cdn.akamai.steamstatic.com/steam/apps/1142080/extras/steam.gif?t=1633517364
Or take say Tetris where upcoming blocks are on a separate UI panel, I think what you did totally works but you seem very talented so was just giving my unsolicited opinion haha!
Ah, I see! Yeah, the UI was probably the last thing on my mind because I was busy with bugfixes last minute. I did have plans for a more animated menu, but that had to be scrapped because of the time limit.
Totally understand, I also scrapped stuff because of time, loved this game though! Nice one!
Really cool concept and a fun game overall :)
Glad you had fun!
Holllyyyy this was super fun and balanced I'm super impressed!! Lost my first run in the finish them phase, but I clutched the next. Great work :)
Glad you were able to finish it! For what it's worth, I remember dying pretty often in early playtesting before I developed a strategy. It's definitely a hard game.
Really fun and surprisingly addictive. I loved planning each turn and realizing how much depth the mechanics have. Balancing timers and enemy actions creates a great tactical rhythm, love the replayability. Fantastic work!
Thanks for playing! I'm especially glad to see so many of you enjoying the turn-based decision making, because admittedly it was my first time making a turn-based game and I had no idea if it was going to work with the theme.
What a neat and fun turn-based strategy, I really enjoyed planning my next move and finally beating it. I have no notes, it was just perfect for what it was. Congrats! :D
Thanks for playing!
The turn-based system was by FAR the most annoying part to implement especially in such a short span of time, so I'm glad you liked it!
Balancing your main survival timer against enemy countdowns through strategic card play makes for such an addictive tactical experience!
Glad you enjoyed! I had a few concerns about the RNG being too heavy to allow for interesting strategic play for new players, so I'm glad it turned out fine to at least some degree.
Due to randomisation I ran into an issue on the first round in that enemies spawned under the cards so I couldn’t target them - a rework of the UI would make it easier I feel, but the strategic side was very interesting to think through, found myself playing a few more runs!
Thanks for playing!
I don't know if you figured this out, but you can hold the right mouse or CTRL key to temporarily hide the UI. It tells you on the bottom right corner, but I don't know how obvious it is - maybe I should have made the info toast a bit bigger?
Oh I did indeed miss that!
Weirdly moorish, started playing the game feeling a bit iffy and when I saw I had been playing for 35 minutes!
A gamejam game that is so replayable like that is truly spectacular, well done!
Glad you enjoyed!
Weirdly moorish, started playing the game feeling a bit iffy and when I saw I had been playing for 35 minutes!
A gamejam game that is so replayable like that is truly spectacular, well done!
this is a good game with a very good idea, i love it
Thanks for playing!
Once I read the rules and understood the game it was a enticing strategy game that has quite some depth and is quite fun to playout. I realised that there was some strategy to just getting rid of stops and -1 as they were quite useless when I can, and then after I read the description where you explained that. Anyways that being said the cards seemingly ramp up and some of them are very satisfying like the kill on even when I wiped the entire lobby. I think this is a good use of the theme into a game and Im not to sure what genre this is as ive not really seen something like this.
If i had to say something though is that the randomness kinda got annoying, Its not as a big of an issue as its what makes the game have good moments and usually if your relying on randomness you played wrong, however with only 4 options it eventually happens,
anyway that being said great game, and i think it was nicely explained and i understood it.
Thanks for playing!
I'll be the first to admit that the balancing on this game was a total nightmare. After my first round of playtesting, my players told me the game was way too easy even by just spamming random skills, so I played with the enemy spawns to try to make it harder. The problem was that even small things (such as adding 1 hp to enemy spawns) had such ridiculous effects on difficulty that it was really easy to accidentally make the game unfair.
You can definitely get a higher win rate with good strategy, but sometimes the game really does screw you over by not giving you what you need for a few turns. Even with my method, I only won about 3/4 games, which was okay but admittedly far from perfect.