It took me a while to figure out what was going on but the combat is actually SO fun. The shield that protects against one type of damage and forces me to switch is really clever because the play styles of each weapon are so different. Also the enemies which can only be hit from the back similarly really make you strategize your movement and attacks. Two main feedbacks: once there are a lot of enemies it gets a bit crowded on the ground level and it might be nice to spread them vertically somehow, maybe on platforms. Two, there should be an audio and/or visual cue and/or time slowdown when your current timer is about to go out - it was pretty punishing to just die if I focused on the enemies for a few seconds, and with tweaks I think it could feel really good.
Play NinjaGame
Pull Down Till Zero's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #3162 | 3.553 | 3.553 |
| Audio | #4472 | 2.789 | 2.789 |
| Enjoyment | #4685 | 2.921 | 2.921 |
| Artwork | #5850 | 2.763 | 2.763 |
| Narrative | #7404 | 1.947 | 1.947 |
Ranked from 38 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?
in the game, the player must fight through the countdown of his energy. As the primary energy is flowing out, the standby energy gets charged.
(Optional) Please credit all assets you've used
all visual assets are made by myself
some sfx materials from the internet
(Optional) What would you like to be called if GMTK features your game?
Aeber


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