I tried to steer away from a bullet hell or things that took focus away from solely the time management systems. Certainly more threats would be harder, but I tried to focus on the decision of where to move, when/what to shoot, when to dash, and when to prioritize picking up more time. Thanks for the feedback!
Matt Burton
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Thank you! Glad you enjoyed it :) I actually had multiple weapon types and scrapped it so you can focus on the time management aspect of the game. The combat is definitely pretty one dimensional though. I had abilities drafted as a concept, but again for the sake of the jam I kept it simpler. I didnt want the identity of the game to be just another top down shooter or roguelike with a timer. In the future though without the jam theme to consider I think some timed based abilities could be fun to experiment with.
Ah that is a critical piece of information I was missing. With that in mind, what is the end goal? Accumulate all of the balls in the shop or something? The effective best play would be on round one collect everything, then each subsequent round get just one less point right. That seems like a long gameplay session, and the goal still seems a little unclear to me. Anyways, neat game!
I love the level tileset, it gives a retro Sonic vibe. The overall cohesion of the rest of the assets is a bit lacking though. The font is very generic, the background is not pixelated, etc. The movement was alright, a little too sensitive maybe. I noticed an issue where if you fall into the side of a wall, you remain in the squashed falling sprite and the friction prevents you from sliding down. This was a little weird but didnt ruin my experience. Overall cool game, well done!
This is a really cool concept and well executed. The onboarding is clear and simple, the gameplay is also clear and simple. My only confusion is if you need points to buy things in the shop but you dont want points, which is it? Are points good or bad? Loved the inventory of collected balls in the shop. The upgrades were interesting. The shop was never a decision though since I could afford everything (my first round I picked up a bunch of points because the premise wasnt clear yet). Overall really strong submission here. Great job!
Nice Hotline Miami vibes. The first time I tried to start the game my browser tab froze, but it worked the second time. Occasionally my character would throw the gun despite me not pressing the drop gun button. Some sounds would go a long way here. An indicator of where the remaining enemies are would help too. Generally a fun time though. Well done!
The intro was a bit long and almost lost me. Once the game started it was pretty cool. Took me a moment to understand I was spending a resource with every step. The back button was not immediately clear that it was backspace either. Love the simple art style, the visuals are great. The combination of humor and the serious atmosphere was a little strange. Overall a good time though, well done!
I like the creative homemade sound effects, funny and effective. The how to play section is pretty dense and the font is a little tricky to read. I really appreciated the arrows that pointed me to the next target. The pixel art space background well done. Overall, it was pretty challenging and I wasnt able to survive very long, but nicely done.
Thanks for playing! I actually had some play testers give feedback against manually aiming that lead to the auto aiming feature. I landed on it after considering the focus of the game was moreso about when to spend your time resource, not if you were skilled enough to aim well. Though I do think it watered down the challenge and skill expression of the game.
The main menu was a great first impression, awesome visuals and animation there. Would have loved an interactive tutorial. The tutorial tab was a lot to take in, and the font was not the easiest to read. I enjoyed gearing up before the rifts opened, but I was disappointed to realize the arrows I collected couldnt be used because I didnt find a bow. The inventory menu was a little tricky to navigate and understand. The combat was challenging. Ultimately, this was a cool interpretation of the theme, and you should be proud of this submission. Great work!
I love the pixel art. The bombs surprised me the first time it appeared, but I quickly understood the point. I like the "tetris style" look ahead that informs you what the next explosion pattern will be. Though I felt like I wasnt always able to take advantage of that information because the bomb would appear before I was in position. The explosion chaining was also pretty cool, and definitely couldve killed me accidentally if I wasnt lucky the first time I noticed it. Overall, great job!
I really enjoyed this. I bought everything but the last target upgrade and the victory option. At the start it felt hard to aim my shots and I took my time. I quickly pivoted to just spamming all seven shots right away. Because it was so hard to aim, and there's no penalty for pressing continue and starting a new room, that was the fastest way for me to get points. The top unlock path in the shop is obviously the most ineresting, I liked all of those upgrades. Not sure why it isnt also a vertical layout like the other upgrade paths though. I noticed what I think is a bug with the super shot: after holding it down and maxing out the fill ring, the level generated more targets and teleported the player. Overall, had a fun time playing this. Nice work!
Interesting. It took me a moment to realize that I was shrinking as I moved, and that the pellets restore my size. Some of the level design was unclear, namely 8,9,&10. I was able to get to the yellow ending tile, but the rest of the level was seemingly a red herring, or maybe I'm missing something.
Anyways, great work!


