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Time To Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Scope | #3 | 3.667 | 3.667 |
Innovation | #15 | 3.333 | 3.333 |
Roguelikeness | #20 | 3.667 | 3.667 |
Overall | #21 | 3.278 | 3.278 |
Completeness | #36 | 3.333 | 3.333 |
Aesthethics | #47 | 3.000 | 3.000 |
Fun | #56 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
Cons I found while playing:
- Didn't heard the audio
- Game start at full screen (not necessarily bad though, but I prefer to be asked first)
- Not enough feedback while playing, to know whether what I'm doing is effective.
Pros:
- Sprites and visuals are pretty good, and look very feature complete for a jam game.
The game have a very interesting mechanics in theory, but quite boring in practice, unfortunately. At least first level is such a drag. Enemies that spawn enemies that spawn enemies? C'mon! Enemies that move you around? Ok... 5 at once on the starting screen? C'mon!!! Also there are quite some minor bugs here and there, like unkillable enemies (I know the trick! I killed several enemies of that type, but one of them decided not to die), mouse controls near bombs icons is very strange. And one (somewhat) major bug - victory is broken. Also, once you unlocked several bombs and accumulated some noticeable amount, killing final bosses is as easy as pausing time and placing 6 bombs... While I understand that somewhat limited and wonky mouse support is most likely limitation of the T-Engine, but... I'm a player, right? And ... well... mouse support is limited and wonky! On some maps it's really hard to see enemies weakness points, especially when time is paused. The moment when you take damage could be visualized or somehow highlighted better. Many many times I was completely clueless what and how hit me. And it would help learn the game mechanics better.
Definitely this is an ambitious and well put together entry for a 7DRL. The portal selection was a great idea, along with each different type of world (my boys underscored that with "It's a Mega Man Roguelike dad!"). I gave this one quite a bit of time, and my only real gripe is the hex-based system threw me more then a few times. The aim / shielding system didn't always seem to work, and once I was in melee range of a mob my gun didn't work at all (I did a quick scan of the help to see if that's a known bug / design choice / etc but didn't see one). Apart from that, everything gameplay based and animations seemed real solid - throw in some audio and booya!
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Comments
Challenging game. I included it in my 7DRL Challenge compilation video series, if you’d like to take a look. :)
great little game you got here :)