Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Time Loop shooterView game page

Shoot some enemies (or get killed by them), choose a new challenge (or some help), repeat.
Submitted by Teleram, ateRstones — 6 hours, 11 minutes before the deadline
Add to collection

Play game

Time Loop shooter's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#73482.3112.778
Enjoyment#79271.8492.222
Audio#90871.1091.333
Narrative#92790.9251.111
Artwork#92801.1091.333

Ranked from 9 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?
This is a roguelite, so you do the same thing over and over again. This was one example interpretation provided by Mark.

(Optional) Please credit all assets you've used
see description for full credits

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I agree with the previous commenter on how the game rewards playing poorly, or worse, not playing at all. At some point you'll have killed all the enemies and will then just be stuck in a void with an eyesore of a background.

Developer (1 edit)

Hi, Dev here.
One possible explanation would be a bug (and all explanations I can think of are problems), so I want to make sure what exactly happened.
(We can't fix it for the GameJam, but we might be able to later on. And maybe even more important, we might learn for our next project.)
The intended behaviour after killing all enemies would be the game switching screens and allowing you to start a new round.

First possible explanation (Balancing issue):
You killed most of the enemies and got bored before the rest could reach you.
So, how long did you wait? (rough estimate)

Second possible explanation (Balancing issue):
It might be possible to have an enemy do circles around you, thus never coming closer or even into sight.
Or maybe an enemy can spiral towards you, thus getting closer to you really (painfully) slowly. (See first)
I didn't do the math on this, but distance of the enemy to the player would be a really important factor.
As such, relatively small changes in distance could break the delicate balance.
So, did you just stand still in the void or did you move around a little?

Third possible explanation (Bug):
If you kill two (or more) enemies in the same frame, the engine might break and only register one enemy as dead.
Then you're stuck, nothing to do about it.

If you would be so kind, can you try to reproduce the issue?

Thanks a lot in advance, and thank you for your feedback.

Submitted

The game looks fun, unfortunatly, I was not able to play it. As soon as I pressed play, the background made me dizzy.

Submitted

I really like that you were willing to take a risk and make a twist on an established genre. Unfortunately, the premise of the game really disincentivizes the player from playing well and rewards bad play. The average player wants to do well and be rewarded for doing so, not be punished for it. . I think most of this criticism simply boils down to a lack of reason. Why kill things if losing makes me stronger? This is obviously something that could be remedied with more time and thought but, as is nature of a game jam, unfortunately, could not get there. I do love the unique twist on the roguelike genre though, so you get an A in creativity :)

Also, Godot Wild Jam this Friday! I hope to see you there!

Submitted

I really enjoyed your game, but sadly I got lost pretty fast. Maby add an arrow to point to the nearest enemy.

Submitted (1 edit)

Congrats on the submission! 

Not sure if I didn't play long enough, but I'm not certain the upgrades did anything. In fact, I feel like I was moving slower with 2 speed upgrades than with none. I also had 1 damage upgrade and it still took 3 hits to defeat an enemy. As I say, maybe I should have let it roll on, but the gameplay didn't exactly inspire me to keep playing.

Note to other players/raters: full-screen is necessary as Start button is otherwise hidden in the embedded version.

Developer

Hi, are you sure you had speed upgrades/buffs/helps?
Because if you win, you choose a downgrade/debuff/challenge.
(Just want to make sure the math works as intended.)
For damage the math just works out weird:
3 Buffs for 2 Hits, 2 or 3 (I'm to lazy to check the exact math) Debuffs for 4 Hits.
Probably should have used attack speed instead of damage.

Developer

Fullscreen no longer necessary.
Still recommended.

Submitted(+1)

Have edited my original comment to reflect this change.

Thank you for the explanation, and having played to lose, I can see that I did misunderstand what was happening the first time around. I think the UI could maybe have indicated this clearer, but I think it also falls on me to have read and understood better.

Like another commenter said, the background texture negatively impacts the game. Personally, I would have considered either black or maybe a shade of blue, to make it less challenging on the eyes.

Best of luck with the ratings!

Submitted

Nice idea but for some reason the background is really rough on my eyes