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Cool idea for a hack'n'slash! 

I'm not sure why I should deposit time in the clock or that will help me. I'm not sure if there is any progression for the game, which I think would help.  I'm not sure if it was lag or hit-stun / sleep when hitting enemies, but the quarter-second freeze was a bit too long and felt bizarre rather than juicy. The attacks otherwise look and feel good. 

Also, for timers, it would help to limit the amount of decimal places that print with string formatting, so it doesn't print really long numbers that are hard to read. A font with same-width characters would help, too, so the timer doesn't bounce around when changing each second. 

Cool concept, I enjoyed the game and can definitely see room for it to become a full game, for example if there were monsters that were massive and required multiple time loops to attack them, or if you could store your time to set a new spawn point as you progress. Maybe even killing your past lives would steal their time but end their timeline, if that's not implemented already. Lots of potential with this idea. 

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Thanks for the feedback. This was the first game that I implemented hitstop in and I wasn't sure if it had enough impact so I turned it up quite a bit too much(that quarter-second freeze you described is closer to half a second)! Also, the purpose for depositing time in the clock is that killing enemies both adds time to the time you hold and multiplies it by a small amount(1.1-1.2). The idea was that you gain more time the longer you spend without depositing it, creating an interesting risk/reward mechanic. I understand that the visual clarity of the clock was definitely a point for improvement, but did you have any other thoughts about how the game played?

Now that I understand the time multiplying, that's pretty sick. The attacks felt really nice, responsive, and intuitive when you use them and played well (aside from the near half-second hit stun LOL). 

Another thing that would help the game is knowing why you died, whether it was from an enemy, a previous self, or the time running out. I found that most times I died, I wasn't sure why. A quick death animation that highlights the source of death or something would be good. 

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Yeah, that would definitely be helpful. Funnily enough, the reason that the game ends instantly without a death animation is because the player and the enemy both use the exact same code, its just that the enemy script modifies the Inputs given to itself. Because of this, the way enemies are instantly deleted, you, the player are also instantly deleted. Definitely a bad decision by me, though I'm glad you liked the combat in the game(except for the half second hitstop). Also, I played your game and it was pretty fun!