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A jam submission

Time BlastersView game page

Any moment can become infinite
Submitted by Wrath of Wood (@WrathOfWood) — 24 minutes, 50 seconds before the deadline
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Time Blasters's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#233.0793.556
Creativity#273.2723.778
Overall#272.9593.417
Sound Design#292.9833.444
Writing#302.5022.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What themes did your game use?
Dungeon Crawling Time Travel

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Comments

Submitted (1 edit)

Cool art in this game. Simple combat which I enjoyed. Nice mix of melee and ranged with a variety of weapons. Intro scene was really cool looking. Main gripe is that I wasn't sure what I was doing. I'm lucky I didn't quit before I found the first boss. Finding a map on stage two made it bearable, but I think the levels were way too big for a jam. First stage should have been like 5 rooms, then boss so players could get the general idea. Second stage, maybe like 10 rooms. I died at a giant robot so I don't know how long the game was, but I wish I had made it to the end. 

There were also blocks that I wasn't sure the purpose of. Early indication of what the pickups do would be nice as well. Definitely need to give players more direction, otherwise it just feels like wandering and killing endless enemies. I think if you had consolidated your game into about 1/3 of the rooms, it would have been much much improved as an entry.
EDIT: Ohhhhh they were procedurally generated dungeons!!!? That's pretty awesome. Still, smaller would have been better, especially to start.

Developer

Cool cool you made it to the final boss, there is a skip to the end cutscene if you enter playername end.  The blocks are on the list of random pickups/enemies they are just indestructible blocks for cheesing enemies and blocking shots. Fun fact thats the first asset I drew. Thanks alot

Ok, I had no idea where to go. that's my only complain. IT WAS SOOO FUN!! I like the hack and slash, the weapons', the map, the enemies, sound etc etc. This is a really good entry. The intro was dope too. If you place some direction for your player would be awesome.

Developer

thank you thank great advice, your feedback aligns with a few others. In hindsight including a lil tutorial would help people that aren't familiar with randomly generated dungeon crawling games. A screen with a list of what the items do would help too.

Submitted

This is a nice simple hack-and-slash game, but it has some shortcomings that really stood out to me. The intro story is fine, but then there's nothing afterward, leaving me with several questions: what it the objective? Where do I go? What do the various items do? While I did figure out some things organically, it would have been nice to have some things spelled out, especially the objective.

I did appreciate the clear keyboard layout in the options menu and the intuitive controls, and combat seems fair to me. Sounds make sense, too. But once again, there's a problem: as the game goes on, the rooms empty out, which brings us back to the core issue of the game: where do I go now? There are efforts made to guide the player and mitigate this, such as the map item and cacti that shoot spikes from extreme ends of the level, but once those landmarks are gone it's difficult to know where to go next, or if the game is even over. Another issue is with the gun pickups: when I run over a new gun powerup, the new one is equipped automatically and the old one is dropped on the ground in its place. While I appreciate the automatic equip, the drop opens up several problems: what if I wanted to keep the old one? What if there are multiple powerups in the same location (which results in confusion over which one I'll ultimately get after running over them, as well as a nasty overlapping pickup sound)? Since the powerups persist indefinitely, it's possible to just keep the one that I want throughout the game, which is both good and bad: good, because I can keep the one I prefer; bad, because there's no real reason to have the other powerups after I acquired the one that I want.

The moral of the story is: don't forget your signposts! Take a page from board game design and be sure to always state somewhere early on what the objective is so the player knows what they are supposed to do. Bonus points if you also provide clues about how close they are to achieving the objective, such as a counter or a waypoint. Also, consider what decisions players should be making moment-to-moment during the game. For example, what role do gun powerups play? Should players want to pick up the first one they see? Should they constantly build in power as players acquire them? Or maybe they can use whichever they prefer as long as they've come across it? I know it's a lot to consider, but they are issues that need to be addressed to make an awesome game.

I like this game overall and it has some good stuff at the core, it just needs refining.

Developer

Thanks KV! I feel like alot of the issues are due to time crunch and first unity game hiccups. Ideally there would be cutscenes between each level, I tried doing silent protagonist theme as well. The gun models need to be deeper maybe extra ones of the same type give a boost. I wanted the controls to be super simple so there is no interact button. The overlapping guns and se are something I really tried to fix but I had to move on, I had a similar issue with slimes spawning on top of each other or going under the level when you kill a big slime, so I cut slime splitting :( .  I really should have added a tutorial or a lil how to play, go find the portal boss or anything, even if I don't like tutorials some people do and some people really need them if they aren't familiar with this type of game.

Submitted

Unique among the entries I've tried so far, both stylistically and in that it's the only one so far that actually kicked my vid card fans up to an audible speed :)

I had fun during my time as a mad professor blasting and slashing my way through wacky enemies collecting ammo and health steaks.

"Keep an energy gun and katana close..." lol solid advice.

I liked the Treasure Room menu option too. 

Nice job!

Developer(+1)

Cool, you beat the game I'm glad it was fun and beatable. There is a couple of cheat codes in the screenshots btw

Submitted

Hah nice - do I need to mirror the Ammo/Kills/Rooms shown or something else? I'm not sure I follow how to input the code. 

Developer(+1)

its the name input

Submitted

Ahhhh, of course, thanks! 

I had fun. It was unclear on what to do but fun to explore and beat stuff.  Still sad I Really, really had to stop playing :)

Developer

thanks, I'm glad you enjoyed it. This feedback has been noted and would be a worthy update to the game.  :)

Submitted

Do you really really want to get a comment? It was refreshing to play a unity game. I had a little struggle to figure out what to do, but after that it's a nice submission.

Developer(+1)

Thanks for the feedback. Maybe a simple find the boss or portal message should pop up at a certain time if its not immediately obvious.