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OverClocked's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #124 | 4.298 | 4.298 |
| Presentation | #189 | 4.404 | 4.404 |
| Overall | #273 | 4.028 | 4.028 |
| Enjoyment | #1165 | 3.383 | 3.383 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Roles are reversed. Players are now the computer, and the computer is the player.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Super creative take on the theme, and well executed too! I was a little challenging to see when it was time to move a bullet or monster, I think this game would be a little easier to grasp and play if I could interact with any element all at once then click "end turn". Really solid entry, great work.
This is a very good game, but I did find a bug where if you make it to the frame where the player reaches 0 hp, you just... get game over? And you get blamed for it, even though it's the player's fault. Maybe after the jam, you could make it so that maybe you press a key to make the player game over for having 0 hp, and then have to make the sprites restart once the player hits restart. Either that, or the game over screen automatically appears once you set hp to 0.
Also, the player inputs seem to be random, which is weird presumably that those inputs come from a player. And one more thing, sometimes the enemies spawn right on top of the player, which seems really unfair to player playing the game.
Otherwise, I like the game very much. Good job.
One more addition: When you get game over, you can still keep playing, which of course can't be intended, and the enemy and bullet collision is funky sometimes.
Thanks for all the bug catches! We know about the 0 hp bug, there was meant to be some stuff there where you had to reset the screen for the player, but there is some issue in the code there that ended up causing the player to lose instead. We ended up catching this bug 10 minutes after the jam ended.
We definitely did not have time to code proper AI, so both player inputs and monster spawn are completely random. We had initially planned for more rigorous monster spawning (e.g. spawn where the player was 2 turns ago), as well as more intelligent AI, but it was too much to work on given the time constraints.