I really like how you use the concept and make this a fun game to play. The music ialso fits the ancient vibes, but the movement of the player is pretty slow (maybe it's sliding in sand I think?). Anyway, good work :)
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Sands of Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1346 | 3.938 | 3.938 |
| Enjoyment | #4090 | 3.042 | 3.042 |
| Audio | #4569 | 2.771 | 2.771 |
| Narrative | #5690 | 2.229 | 2.229 |
| Artwork | #5884 | 2.750 | 2.750 |
Ranked from 48 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?
You are fighting inside an hourglass. The countdown is your literal stage.
(Optional) Please credit all assets you've used
See description for full credits.
(Optional) What would you like to be called if GMTK features your game?
Santos and Montenegro
Comments
Love the explosion feels when you get your enemies!
I did find it complicated to both shoot and look at your character.
I was mostly aiming and moving randomly without looking where I was going; maybe it could be fun to have bonuses that could appear in the sand so that we have a reason to go in a certain direction and take risks.
Great use of the countdown constraint!
Love that dynamic, had so much fun. Love that feeling of being overpowered and absolutely destroying the queen in seconds hahaha. Very good arcade game
I liked the dynamic hourglass stage, and haven't seen it executed as well as here. I did find it confusing to balance getting power-ups and fighting enemies, and the shooting itself could've been more exact. Music was also a little strange but it kinda fit the vibe.
Very cool concept, and the vibe was cool with the music (maybe some more attention could be given to sfx?). I think I didn't understand how to get more sand? If theres no way it seems impossible to get to the last wave. I think this has great potential for growth.
I really liked this game! Good use of the countdown theme, with it being a literal hour glass. I also like the way you get upgrades! I would maybe increase the bullet speed of the player though, because sometimes it was painful to shoot. Very fun!
Really creative game, I love the tradeoff you have to do between getting upgrades and clearing enemies.
Had a lot of fun, I think the pace could be a little faster, but overall great game !!
I like the progression it was fun to power up and get the upgrades, great job !!
nice concept of fighting for the countdown, didn't know that there is upgrades on the bottom until some random moves I got there, really like the idea, and really recommend to do some hints so players can know about them, literally your game name is like mine XD, I hope you visit my game to see my concept because its so different! ;P
I've had a blast with it, especially after picking up many upgrades. I felt like an indestructible worm that was able to destroy worlds!
I think the game has a great take on the theme. The clarity is good, and the game is easy to understand.
My only piece of feedback would be about picking up upgrades. I felt like the optimal strategy was to do two runs to collect all the upgrades and then finish the game. For me, it would be more interesting if the game had a roguelike-inspired structure, where you can pick up more upgrades the further you go. That could give you the feeling of gradually getting stronger and improving over time.
Personally, I would probably tie movement more closely to picking up upgrades. That would encourage more movement, which I feel could be beneficial for the gameplay.
Great job! I really had a lot of fun with it!
Had a good time with this one, very lovely art style and I appreciate the little touches like the main menu title entrance animation and the watercolour style.
I think the incentive design could use a little tweaking, maybe have the upgrades spawn gradually in as you kill enemies in the top chamber instead of all at once at the start?
Good job anyways! The mechanics here weren't simple and you did a lot in the jam time!
Great idea here. It seems like a common theme that this would be an excellent experience if the balancing was refined a bit. I will say I still enjoyed it and the countdown was used to great effect to build tension and maximise the risk/reward loop
Really cool idea to need to balance time between fighting and resource collection. I agree with some other comments I wanted to feel like I was moving faster, but I also felt like I wanted more time in a level to collect power ups. With some balancing this could be really neat!
Cover art is gorgeous and instantly sold me. Music on the menu was great too and set the vibe. Then the game itself - such an impressively unique game loop, integrated so well and so intentionally with the actual hourglass object too. Really kept me hooked. Genuinely think as a mobile game or something it has a lot of potential as a full larger title!



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