Wow this is... This is above and beyond what I've seen so far. Excellent use of the theme, not shoehorned or needless or annoying, the graphics are retro but polished, the gameplay is smooth as hell, and the challenge is tough, but not so tough that it frustrates you. Awesome job man, five stars!
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Ten Second Tribulation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
THEME | #2 | 4.588 | 4.588 |
FUN | #3 | 4.471 | 4.471 |
OVERALL | #13 | 4.294 | 4.294 |
AUDIO | #23 | 4.000 | 4.000 |
VISUALS | #40 | 4.176 | 4.176 |
EASY TO GET INTO | #41 | 4.235 | 4.235 |
CREATIVE | #43 | 3.941 | 3.941 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Enemies come in waves and you have 10 seconds to beat each wave. Boss attacks are also 10 seconds long.
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
Applause SFX is from freesound, everything else is by me
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://twitter.com/TheWinrawr
Comments
Fun stuff, the way the segments are cut up and the transitions between them are very satisfying though I feel like you could lean into quick killing stuff a bit more. The boss attacks being split into 10 second chunks was very fun too. Surprisingly high amount of polished content. The only two gripes are that the weapons felt half baked and just amounted to a DPS difference and that the player shots themselves always felt extremely weak in terms of presentation (DPS was balanced fine I think) cause of how tiny and thin they were, and the weird disappearance of bullets sometimes. Music's catchy as fuck
Thank you for the valuable feedback! I agree with you about the weapons. I actually wanted to make different sound effects for the weapons to differentiate them better, but I ended up running out of time. I'm not sure what you mean with the disappearing bullets, unless you're talking about the end of each stage, in which they're supposed to disappear when you clear a stage.
What I mean is that the game sometimes stops drawing the player's shots mid-travel, I think the bullets themselves still run the code and everything but the sprites disappear for a while, kinda creating these weird gaps. The distance varies, and whether or not they'll appear also varies, might be an issue on my end though
Very polished, particularly the hand-crafted sound effects and the visuals stuck out to me. Good execution goes a long way, and that definitely is the case here.
One note, I had some issues playing this on my particular monitor setup. It seemed as though my player would spawn below the screen. Perhaps some configuration on that end for different resolutions would be good in the future after the jam.
I love it, other than music getting repetitive a while I don't have much to pick on, maybe just a small sugestion: it would be nice if you always get a +1 heal after the boss mini encounters, and also I think the upgrades you get during the boss should just apply to the boss arena, because getting an upgrade just for the mini encounter that ends in like 6 seconds feels pretty bad.
Still, wonderful job! :)
Nice and straightforward, really liked the bosses and the minimalist aesthetic in this.
Really cool and polished experience, very well done. Nothing stands out to me as needing fixing and the boss mechanic is a clever idea, one of the best submissions I played!
The transitions are amazing and the gameplay is addicting, fast paced but not overwhelming, that boss fight sure is hard as hell, good job
Really nice idea to have new levels all 10 seconds. At first I was expecting that for each level before the boss you gather "strength" for the actual boss fight and not only for the next level so I was a bit confused. The boss fight itself was really amazing. It felt super rewarding with the "No hits taken" mechanic that the player gets a buff as a reward for not being hit by the boss. The levels in the boss fight itself were a really smart idea as the player can regain health and increase the odds of defeating the boss. Sadly even after several tries I did not manage to get past the first boss so maybe a checkpoint at half the health of the boss for noobs like me would have been nice ^^.
Graphics are minimalistic but also very clean so I liked the looks. Audio was fitting even though maybe the music was a bit silent. The SFX fit perfectly. Had fun playing, good job!
I really liked the bite sized levels and fighting the boss over multiple stages was a novel idea. The second boss has a ridiculously strong attack so for now Iโm stuck on them.
Great game. 10 second waves is a very common interpretation of the theme, but this is the best execution of it I have played so far. The visuals and audio are good as well.
The only minor things that could be improved is adding exit button to the menu and either lowering the difficulty or adding difficulty options, I couldn't beat the second boss after many tries.
Real cool visuals and feedback !
I really like how dynamic every transition is when you switch level, also clever use of the theme with the mini 10 second arena levels untill a boss, i like the progression and the fact you have checkpoints.
Solid responsive controls and mouse aiming is top notch for this type of game.
I tried to play all the way through but i can't get past the silent sentinel :o
but i had fun anyway, the game feels really polished and has a lot of flair with all the screenshake effects transitions and all !
Good job :)
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