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Ame Lost In Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #10 | 3.909 | 3.909 |
Gameplay | #15 | 3.591 | 3.591 |
Overall | #18 | 3.282 | 3.282 |
Innovation | #23 | 3.000 | 3.000 |
Ambience | #28 | 3.091 | 3.091 |
References | #31 | 2.818 | 2.818 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Nice retro top-down shooter with a short self-contained narrative!
Music would've been a nice addition to the game as others have pointed out already.
I would've liked some more feedback regarding the boss and mid-boss enemies. An HP bar for the final boss would've been nice.
It was pretty easy to clear the game with barely one or two heals, so you should probably spend some time fine tuning and balancing the difficulty later.
Overall a nice entry!
Quite fun! It wasn't initially clear to me that resetting would let me keep the items so I thought the good ending was like a pacifist run or something lol
Also as others touched on, the unlimited fire rate can make balancing pretty wacky. I found the game super easy because I have a reliable method to click fast and aim at the same time
I like the idea of "do it again" or "let's try again," and I hope there's more to come. Maybe adding a device to return to the last room would be nice.
Like others have mentioned, adding more sound feedback and a hold to shoot mechanic could help the experience. Nice work!
I like the kind of retro Style in this one. Most things i would have added (music, hold down shoot) were already told but what i realized is that the blue side slimes were stuck and didnt really move somewhere. Which made them easy targets but doesn't seem intentional.
Thanks for playing! Not intentional, there was a weird bug I ran into with the slime AI where it seems sometimes they were able to lock onto the player just fine and follow them around but at other times it seems like the target acquisition just wasn't working. Their idle AI was awkward too, since it picks a random direction to move in every frame rather than picking a target location to walk to, then picking another random location after reaching it. I'll try to double check the behaviour in an update.
Enjoyed this little retro-styled experience :O
I like the setting of Space Ame getting lost on a different planet and it fit pretty well with the retro gameplay.
I agree too that having some music and being able to hold down to shoot would've been nice. I also think some hit indicators like the enemies flashing when you hit them for example would have helped with the feel of the gameplay too.
Thanks for playing! I like the idea of making the players flash and making it more obvious. I was thinking it might be worth doing that with a post processing effect but I didn't want to stray from the limitted colour palette I was working with. Maybe I can look into doing something dynamic but bounding the available colours to the palette.
Yeehaw, we roamed the planet and shot up some slimes! Even if it seems basic to some, I actually dig the retro feel of all of the elements... the sound font, the palette, even the level design. It's critically missing music though, which would make the sound of a billion gunshots a little more bearable over not one, but two entire timelines of progression LOL
Enemies felt a bit spongy without extra indicators for how much health they had left, and the final boss felt a bit basic and easy to deal with. I can move faster if I diagonal-move, setting up some interesting speedrunning. The yellow side tank actually shot bullets versus the blue side one, unsure if that was intentional! I would've loved to see more enemy types or additional dialogues / sub-paths for Ame to explore while she was stranded on the planet.
Nailed the theme on the head, otherwise -- thank you for the submit!
Thanks! Not intentional, I'm not aware of that tank bug but will have to take a look. I tried to sign post damage with some >_< animations but I think it was too subtle for some enemies, and I didn't want to animation cancel on others so I limited playback of it. Will definitely need to work through a better way to convey that.
Fun little game! I wish you could hold down left click to shoot instead of having to spam click though, and some enemy placements on the yellow side feel a bit unfair.
Thanks for playing and giving feedback! The "hold to shoot" feedback came up in some playtests with friends, I should have given that more weight in hindsight. I don't think that'll be too hard to implement, I figure it will just be a cooldown Timer node on the Player scene.