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Burrowed Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #3857 | 3.236 | 3.889 |
| Narrative | #4297 | 2.496 | 3.000 |
| Enjoyment | #6246 | 2.589 | 3.111 |
| Creativity | #6363 | 2.866 | 3.444 |
| Audio | #6615 | 2.311 | 2.778 |
Ranked from 9 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 world is gonna be destroyed by a mad scientist, you have 5 days to convince her not to do!
(Optional) Please credit all assets you've used
Typeface © The Monotype Corporation plc. Data © The Monotype Corporation plc / Type Solutions Inc. 1990-91 All Rights Reserved
(Optional) What would you like to be called if GMTK features your game?
GirlsMakeGames
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Comments
Great graphics, beautiful piece. I wish there was a tutorial or something, just because we play lots of games during the jam and we want easier experiences, but I felt a solid game with potential
Thank you so much! I wish I had time to implement one... I wrote the "tutorial" on the game page as a temporary fix for it! We're working on a bit more polished version with the rest of the dialogue (we had to cut 70% of it), some more environment, title screens and all. Everything we need to make it a bit more enjoyable experience!
There's no point of picking up power-ups if they don't allow for a higher score in the game. Only two of the power-ups are positioned where it's beneficial to use them - the blue jump-booster that you pick up when approaching the antagonist from the left side of the map and the red speed-booster that you encounter when approaching them from the right side of the map. The pixelated game design is neat and consistent, but the character icons and dialogue boxes don't blend in particularly well with the artstyle of the pixelated characters and scenery. It feels like an attempted marriage between a pixel art platformer and a visual novel, which works out alright but doesn't look as appealing as it would if there weren't any clashing of two distinctive artstyles but instead just one coherent look shared between all pixel art and illustrations.
The level being the same throughout the game kind of makes it's platformer aspect reduntant and a unnecessary repetition of getting back to the same spot four times in order to advance the visual novel aspect of the game after being forced into interacting with the antagonist. Interactions between the antagonist and protagonist (or "non-player character and player character") are limited and pretty one-dimensional. Basically the "Reputation"-score is the only part of the game that is relevant for determining whether one gets the tragic ending or the comedic ending - seemingly a score of at least five being the deciding factor for winning (through chosing the correct final response option).
Lore of the game is extensive for its compact scale, and a feel for the in-game world is established within barely a conversation (really just one-sided monologue followed by a player-picked one-sentence response), so the story writing holds up fine.
Tracks are unique between in-game days, and each is short enough to experience fully without having to drag out a playthrough. None are particularly memorable or immediately recognizable, but they're also unintrusive and do help set a distinguishing mood of the game (despite each day in the game being homogenous).
Perhaps the game's biggest drawback is that there are three yellow discs (or power-ups?) that apparently do nothing and give off no indication of having some common purpose or usage or relevance at pick-up. Another potential issue is the player character's fall speed being too high and ensuing instantaneously. A larger issue would be that the field of view over the surroundings is too narrow for the spot farthest to the right, where one can't easily judge if there's any point attempting to move further right or if one has simply reached the map wall (and its accompanying softlock pit).
The game's a decent one time experience, with low replayability, cool and unique game design, expressive art and dialogue, a fitting soundtrack, and a nice message.
love the idea good work
The games artwork is very good, I like the dash mechanic is from when I discovered it that was the new walking. Keep up the good work!
Thank you so much! Very glad that you liked the art work :D I was part of the art team ^^
Movement feels solid. The real hook is the day-based countdown plus surprisingly meaty dialogue about Bunnykind, a lettuce apocalypse, and whether a “dignified end” is mercy or murder. Art is clean and charming; music shifts with the days (even a last-day rain vibe). Strong jam narrative for me I’d rate this one high.
Thank you so much for your feedback! We put our all into this little game