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TimeSteal's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #4305 | 2.824 | 2.824 |
| Creativity | #4429 | 3.294 | 3.294 |
| Artwork | #4770 | 3.000 | 3.000 |
| Enjoyment | #5105 | 2.824 | 2.824 |
| Narrative | #5655 | 2.235 | 2.235 |
Ranked from 17 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 and enemies live with a countdown and need to increase it by stealing from another.
(Optional) Please credit all assets you've used
See description for full credits.
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Comments
This is a really great game! I really like the concept of all the enemies also being on a timer, which both makes it more challenging by requiring you to steal time from the enemies before they die while also making it easier by not requiring you to kill all the enemies, just getting them low is enough. The minimap was a very helpful addition as well!
I did notice that movement seemed to be the most important part, with some of my runs dying just because I couldn't move fast enough. The witch character I think is the most powerful because she can fly over pits which allows for much faster traversal through rooms.
Even with that, I still had a great time playing this! Great work with your game!
a roguelike game in a game jam is crazy. super great job on this
It was hard ! But we did learn a lot and it was real fun !!
I like the colors and the gameplay is solid; it has potential for a full game! Nice work!
Thank you for testing our game!
Glad you enjoyed it and see potential in it !
I really liked the concept, the rooms and upgrades gave me TBOI vibes. I feel like the timer going down while traversing rooms makes it too hard since you have to retrace your steps after a dead-end, maybe a sprint would help? Besides that really good job, loved the different characters!
Yeah it was the number 1 inspiration to be honest ^-^
and yeah your completely right on this problem! For the solution however, with more time on this project, I think about allowing the player to teleport between rooms (maybe like enter the Gungeon with their system of teleport pads we can found on some rooms and which permit to teleport to any room cleared. In our case, maybe we can just put those teleport pads on the dead ends room of the dungeon, to force the player to continue a serie of room with the challenge it involves to be able to teleport back on the rest of the dungeon. Or choose to not go to far on one serie to be able to go back without dying. This idea combined with maybe somes safe room where time don't flow, and we could have some pretty good mecanics?
I would be glad to have your opinion on this proposition ^^
Anyway Thanks for your comment and glad the character are valued!
I agree with both, specially with the safe rooms since that would give the player some breathing room. The teleport pads idea is also great, honestly I would directly make it so you can TP to rooms you have already been to from the minimap, but maybe that's giving the player too much power.
I also think that would give too much power and reduce the challenge on managing time/health by traveling between room, but yeah, we should find a balance and the teleport pad could be a solution ^^
Thank you for your opinion!
Clever mix of 'Zelda-like' perspective and combat with life-bars as a countdown.
Super challenging!
Balance it out and this could be a full on game. :D
Good job! <3
Oh wow, thank you for your comment!!!
What you just said mean a lot for me!!
You created a nice dungeon system mechanic, I love that there is a map of the dungeon!
I think you could just make the characters smaller so there would be more room to maneuver the main character around the enemies.
Congratulations on your submission!
Thank you! fun fact, the map of the dungeon was a visual debug system to be able to see if the generating donjon was working, but near the end, we just looked at this and think that maybe it could do a nice minimap xD
Okay thanks for this feedback! I don't know if I asking this question the right way but, why do you think you need more space to maneuver the main character around the enemies? or more explicitely : what event in our game made you think that proposition especialy?
I would love to hear your answer! ^^
but in all the cases, thank you for playing!
I meant making the characters smaller compare to the dungeon so you could have more space to dodge the enemies, it was just how it felt while playing.
Cheers!
okay! I heard that, I will keep that in mind! Thanks!
Neat Game! Loved the art-style, and the use of the theme.
Thank you for your comment!
Glad the fusion of our mighty brains in our squad picked a good idea when we were brainstorming!
And I'm happy to have done this project with peoples who were talented to do visuals art and those others parts of the work that I'm pretty bad at!
Cool little roguelike with the cool approach on theme.
One question - why wizard closes his face with one hand when he shots ? :D
Thank you!
A little joke idea we had and ended up adding, the wizard poses as he shoots ! Maybe he watched too much anime :D
Super cool idea for a roguelike. Beat on the end screen kinda fire too ngl
THANK YOU
I'm glad my beat making talents are being recognised by someone that had a game idea as good as yours 😎
Interesting concept covered by amazing visuals, well done!
What I think is a bit of a problem here is that items aren't worth picking up. This takes waaaaay too much time and stats they add don't really give you that big of an advantage (not to mention that there is absolutely no way to know what stats items will give you
or take away from you in some cases).Keep up the good work!
Thank you!
You're right some items are not really worth it depending on the selected character (Although we made a lot of items, randomness means you might have only had mediocre ones).
We planned on adding a stat preview but we were so late that it had to go lol.
Thanks a lot for the feedback!
Cool idea! The time to pick up items feels a bit costly, maybe picking them up could also grant a bit of time?
Thank you!
Why not, it could encourage the player to try their luck with an item whith could give back some of their lost time!