Play Time-Based Roguelike!
Streaming Out Of Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #2217 | 3.443 | 3.583 |
| Narrative | #3575 | 2.642 | 2.750 |
| Creativity | #4059 | 3.363 | 3.500 |
| Artwork | #6405 | 2.642 | 2.750 |
| Audio | #6588 | 2.322 | 2.417 |
Ranked from 12 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?
Timer = Health. Timer run out? Too bad.
(Optional) Please credit all assets you've used
Made it all myself :sunglasses:. Although I have to give credit to my Artist, Boanoite.
(Optional) What would you like to be called if GMTK features your game?
Clock In Studios
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Comments
Great idea and execution! Just enough enemy types, guns feel almost perfect to use, and upgrades feel really good to buy and use. Earning money and most upgrades are well balanced for the most part (more on that later). Flavor is really good in chat and the upgrade menu has a lot of personality.
If you ever come back to this game:
I wish there was some incentive to actually read the chat, although it is a cool feature, I think leaving the chat itself (I understand the chat upgrades DO gameplay stuff, I'm referring to the chat text) as just flavor a bit of a missed opportunity, but I do understand it would probably break the game's flow too much.
As an AVID fan and high-ranked member of the "Bullet Count Upgrade Lovers Anonymous" community, I kindly ask for a complete rebalancing of the bullet count upgrade, because as it is it significantly worsens your run with each buy. I would prefer if the speed-related upgrades were more significantly pronounced and got significantly expensive after each upgrade as well, but that's just personal opinion.
Also, you might want to add a max fov to the minigun.
Interesting framing for the timer to health mechanic, I enjoy sandbox-y arena games with upgrades to keep the player entertained, but the enemies make this one a little awkward as they can attack from bizarre angles and the lack of feedback on taking damage makes it hard to tell you're being hurt or where enemies might be shooting you from. The resolution issues ended up hiding the money on my screen so I wasn't sure what actually causes you to earn money upgrades. With those rectified, it might make for a fairly enjoyable experience given how good the actual FPS controls are!
VOD: https://www.twitch.tv/videos/2832793992
We've shifted our focus to everything but hit feedback. Sorry for that! And we've forgotten to align the UI properly. Our mistake!
This was a very original idea, I mean yeah it's a shooter, but like it's a shooter if the person was a twitch streamer trying to do an IRL shooter with chat XD
Thank you! Our artist (the one who drew the bee shop sprites) was actually the one who had suggested the concept after we quickly gave up on our first one. Props to Boa!
That was a great game. It kept me playing for a long time after I figured out how the game worked. The artwork was great, but I that blue guy was evil. He is my worst enemy. The only issue is that the game was kind of unclear how the sub and chat mechanic worked, but I had a great time. It was a cool concept and great execution since I didn't see a single bug and the game is well polished. I hope you do well in the jam!!!
Lovely! Sorry that we didn't explain the chat further. It's really simple, actually! Randomly, a chatter can be replaced with a gifter, who gives you Cash (used in the shop), gives you double the gift amount, and removes the Time based on the gift amount!
The blue guy is actually one of our previous models AND our first enemy in the game. We didn't think that he would be such a menace even to us! haha.
We hope you score high!
Really fun game and concept! A polished version would be really cool! I like the upgrade system and the whole take on time is your life. Good job!
Thank you! We love to remake our games after the jams end -- well, kind of? We gave up on our last cause of many compile errors that happened during my computer change.
We could definitely make a polished version with enough patience and time! If we do well enough in the jam -- who knows? We just might!
I don't know if it was because I have a 16x10 ratio instead of 16x9, but most of the UI on the death screen overlapped, and sometimes you could get hit from behind and not know why you died.
That being said, the rest of this worked really well together! The art style and audio style complemented each other, and I liked the responsiveness of the gun. The chat feature was also pretty neat and I liked that it affected gameplay.
Nice job of picking one mechanic (timer = health) and making everything else revolve around it!
Thank you! We've thought of adding hit markers, but we were out of time (haha get it pun). And true, we had forgot to test different resolutions for our UI -- Will remember for next time!
Super fun, didn’t manage to use all the upgrades, chat totally hates me :(
Typical chat!