The top down beat em up style is very good, I like the pixel art of your game a lot. I immediately though of Hotline Miami when I saw the level design.
I think the level is a bit too big, you spend a bit of time looking for the last enemy, which is surely the point, but it's not really tense, just annoying. and yeah, like gammamuse said, a bit more juice. But it's a very good game, especially since we had a short deadline (it's feedback if you want to keep working on this game)!
Play game
9 To Die's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #2131 | 3.000 | 3.000 |
| Artwork | #4506 | 3.071 | 3.071 |
| Audio | #5819 | 2.500 | 2.500 |
| Creativity | #6151 | 2.929 | 2.929 |
| Enjoyment | #6313 | 2.571 | 2.571 |
Ranked from 14 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 countdown clock (9:00 AM–5:00 PM) is central to my game and tied directly to the premise: you're an intern Grim Reaper racing to reclaim stolen souls before your shift ends. It's a real fail condition, not just decoration — if the clock hits 5:00 PM before you've cleared all enemies, you lose ("SHIFT FINISHED — You're fired!"), so I wanted players to constantly balance being thorough against beating the clock. The UI also shifts to more urgent shades of red as the deadline gets closer to reinforce that pressure. Overall, the countdown isn't just a timer slapped on top — it's baked into the story and the core risk/reward loop.
(Optional) What would you like to be called if GMTK features your game?
Scorpion, Loot, & Panda


Leave a comment
Log in with itch.io to leave a comment.