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No Time For Loot!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #1475 | 2.233 | 3.600 |
| Innovation | #1530 | 1.985 | 3.200 |
| Audio | #1538 | 1.861 | 3.000 |
| Enjoyment | #1601 | 1.985 | 3.200 |
| Gameplay | #1603 | 1.861 | 3.000 |
| Overall | #1604 | 1.943 | 3.133 |
| Theme | #1774 | 1.736 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The player is given multiple 'nothing could go wrong' decisions. For example, after each level in the dungeon, the player is asked if they would like to leave the dungeon with their gold or risk it and keep going further. If the player loses, or does not finish the entire dungeon, they will lose their gold.
There are also other 'nothing can go wrong' type decisions such as when destroying a chest card, the player has to take the risk as the chest may contain items, which will add more weight which may lead to a game over, or the chest may contain more gold!
What code and assets did you not make from scratch during the jam (if any)?
32Rogues Pack by Seth
Broken Tune by Souljaunit
How many people worked on the game?1
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Comments
Great game! It's kinda hard to understand at first, but once you get into it, the game is very fun! The turn-based card combat was very fun to figure out and strategising always felt very rewarding. The art as well as the enemy descriptions are both very charming and really add a lot of character to the game. I'd suggest making the tutorial portion a bit slower-paced and easier to understand. The game would benefit a lot from an interactive tutorial. This game was very fun, good job!
I didn't really understand what's going on. Wish tutorial had less words :)
I'm very confused @_@ small brain moment maybe but despite reading the whole tutorial I don't really get what all the numbers mean and what I'm really hoping to achieve
This is actually really in depth I like it a lot