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A jam submission

9 To DieView game page

Submitted by AlissaHead — 8 hours, 43 minutes before the deadline
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9 To Die's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#21313.0003.000
Artwork#45063.0713.071
Audio#58192.5002.500
Creativity#61512.9292.929
Enjoyment#63132.5712.571

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

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Comments

Submitted

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)!

Developer

Thank you for the compliment!

If I revisit the project, those are both things I'd make a priority. Thanks again for taking the time to leave such helpful feedback!

The idea and the narrative is quite cute. I was able to beat the game, but it was a close call! That first boss in particular was actually very good I think and kept me on my toes.

Main things holding this game back for me are the SFX and VFX. I need some juicy particles when destroying the baddies. I need some juicy sounds when shooting my weapon scythe thing. Some of the enemy projectiles are just too fast to dodge at times, so I ended up tanking many hits, mainly from the dragons lol.

Thanks for sharing!

Developer(+1)

Thank you so much for playing and taking the time to leave a comment!

Yeah, that's honestly my biggest regret with the game. Looking back, I definitely should have made that a bigger priority. It's something I'll be sure to focus on much earlier next time. Thanks again for the feedback!

Submitted

pleasant pixel art, reminded hotline miami about gameplay and visuals. liked that we were playing, although not obviously, for death with a bone. But here is what I would like to change, it is that we are shown too small an area. So I want to distance.

Developer(+1)

haha thanks for the comment! Looking back I definitely agree that the camera could have been a bit more zoomed out. I think it would have made it easier to see what was going on and improved the overall gameplay.

Submitted

Pixel art was nice, and music was very good.

Boss fights were very cool, but first two had too little health so were over a bit fast.

Last one maybe had a bit too much health, but I think mainly could be improved by making the damage you take greater, but also giving you heals. That way if you have a bad first phase its more recoverable.

Would also be nice to have an indicator for where the last enemies are since its a bit tricky to find them in the level.

Although the theme is present, it would be nice if it impacted the gameplay more actively as it's mostly in the story.

Developer

Thanks so much for playing and for taking the time to leave feedback!

I completely agree that the first two boss fights were too short. If I were to revisit the game, I'd definitely implement your suggestions—they would make those encounters much more engaging. I really appreciate the thoughtful feedback!

Submitted

One thing that is missing in this game is SFX and VFX. These are used not just to make the game more atmospheric, but to communicate to the player that a bullet was fired or if an enemy was hit. I like that the enemy had a health bar above them, but this was confusing at first and the enemy taking damage can also be indicated by the enemy turning red. With that said, I did really like the theming of this game. Having the grim reaper in an office setting is funny. Especially when I am going to be counting down the clock when I am at work tomorrow lol. Overall good job on your first jam :)

Developer

Thank you so much! I completely agree with you lol. I realized on the last day that jumping straight to the promotion screen felt really jarring. I didn't realize how important that transition was until then, but it's definitely something I'll prioritize and spend more time polishing next time around.

Submitted

really loved the grim reaper art! was hoping for him to be melee though

Developer

That's a great point! I think that would have been a really good direction to take. It definitely would have added another layer of strategy and made the gameplay more engaging overall.