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Borrowed Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #17 | 2.051 | 2.571 |
| Fun | #17 | 2.165 | 2.714 |
| Art | #17 | 2.735 | 3.429 |
| Overall | #19 | 2.097 | 2.629 |
| Mechanics | #21 | 1.823 | 2.286 |
| Sound | #23 | 1.709 | 2.143 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very nice art style, I liked the look of the game. I am not sure how attacking works; there doesn't appear to be any damage indicator for the monsters (or I was doing it wrong). It would also be useful to have some sort of visual/sound cue for picking up items.
I also think I found a bug. Upon getting killed/running out of time and getting booted back to the main menu, my mouse cursor was gone and I could do nothing but alt+f4 out of it.
Yeah there wasnt a visual indicator for enemy health but I wanted to add a flash of red on enemies when you hit them but that was like 3 hours before the jam ended and the build was taking a very long time so I didn't end up adding it. The bug was something that I overlooked because I was hoping for this to be a web build where then it would be a lot easier to reset your cursor. Thanks for the art compliments (:
Hey good job dude! I had fun, the first clock guy legitimately startled me when I was trying to decipher the instructions at the start haha.
I got some mostly technical feedback to give. One, I noticed it was running at over 4000 FPS, you’ll want to limit that in future games with either Vsync or Application.targetFrameRate, when building for web, unity will automatically limit framerate to the browsers refresh rate, but for desktop builds, pumping out so many frames per second could overheat peoples GPU’s even if the game isn’t graphically intensive.
Next up, you wanna make sure you do something like void Awake() or void Enable() and put in { Cursor.lockState = CursorLockMode.None;} on the menu, so that users can play again without having to close and relaunch the application to get their cursor back
It would also be very nice to just restart the level instead of sending everyone all the way back.
All in all though, it was fun, I had a good time, good job finishing, you did good!
Thanks for the frame rate thing I had no clue that unity didn't auto limit framerate because I always try to make it a web build. Yeah the other things were just time restraint problems
Cool concept. But it is hard to restart when you lose...
Cool FPS game, the design was nice too ❤⏱
But there’s a big bug that made it hard for me to play: when you lose and go back to the main menu, the mouse disappears so I can’t click the start button. Because of that, I had to close the game with Alt + F4 after every loss and restart it. Because of this bug, I only made it to level 3.
Also, I played on 1920x1080 resolution, and some of the game’s text was cut off outside the screen!!!
Yeah I tried to fix it but the fix wouldn't build in time for the jam ):