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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 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 !
Besides the game being awesome, I love the fact we have the same genre of the game :D
Keep it up, everything is top-tier!!!
Thank you !!!
Good job making the game, there is a nice variety of upgrades and difficulty setting is a nice touch.
Thanks !
Love the art style! I enjoyed playing it, felt well-balanced, and you're always wanting more items for your build. I think it would be cool to see a faster-paced version of this, with even more visual "juice" and chaos going on!
Thanks !!! I'll try to update the game after the voting period ends !
Very interesting game! A bit hard to maneuver the shuriken but it was an interesting use of the countdown linked to the health. Great work!
Thank you !!
I love roguelike survivor games! and this one is really fun too, i probably spent the most time playing this out of all the game jam entries
the only thing im unsure about is whether it's my problem, but whenever i run the game, my pc fans spinning way too fast, it should be able to run this game effortlessly :(, I have run into this with a few other games before, but it happens very rarely
anyways this is a great game i love it!
Thanks a lot ! I will try to fix the issue in the next version of the game !
looking forward to it!
Good game! I got to wave 47, and only really stopped because I couldn't die and I was reaching like 5 fps.
The contract system is fun in theory, but it felt like the best strategy was always to pick the big contract, because as long as you kept picking big contracts, you would have enough power to always survive them, making the risk-reward part of the game fall sort of flat for me. I really liked the design and mechanics of the black cat things, and would love to see more content past wave 10! I also think it would be fun to add more variety to the modifiers, besides standard risk-reward changes (for example, having a modifier-exclusive enemy could be interesting, or if that would be too difficult a modifier that changes the distribution of the enemy types). I also really like how your fire rate increases as you get close to 0 time, as it leads to more close calls, but my strategy meant that I didn't really get to engage with that system very often.
Thanks ! I know the risk/reward for the contracts are not good enough, I didn't get the time to balance everything, I try my best to do so but time got me. For the modifiers I planned to add more variety but again lack of time. I will try to update the game once the voting period ends, with better balancing and more content. Thanks a lot for the feedback !
not too sure how the waves themselves area race against the contract 'deadline' but this is a solid arena shooter, enemies have different behaviors, the upgrades + the push your luck aspect of the contract size is a fun combination. its just the game itself is only mid when it comes to enjoying it, killing enemies isn't very satisfying and i found myself choosing the shorter contracts just to get to teh boss faster.
all in all a worthy submission, be proud.
Thanks !
Merging your remaining time with your health pool creates such an addictively tense risk reward loop for a bullet heaven game!
That was what I was aiming for ! Thanks for playing it !
The concept of choosing how difficult you want the game to be, which determines the amount of upgrades you get, is really unique. Nice artwork as well :) Only thing is it is a little hard to get the time crystals on the floor when fighting a lot of enemies at once, and your time can run out if you are not careful.
Glad you liked it ! Thanks for the feedback !
If you like roguelikes as much as I do, you're going to have a great time with this one.
The low frame rate animation style is great, and the contract system is a nice way to customize the difficulty.
The theme well integrated. It's the game I enjoyed the most so far.
GG :)
Thanks !!! That really means a lot to me