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A jam submission

Timed Control - Game Jam VersionView game page

Stamina, but for whenever you do an action
Submitted by JellyJam (@JellyJamDev) — 13 minutes, 42 seconds before the deadline
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Timed Control - Game Jam Version's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#18453.1673.167
Overall#28632.6112.611
Fun#30142.4442.444
Presentation#38492.2782.278

Ranked from 18 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?
Normally in Games you can control whenever, but in this game you can run "Out of Control". and not be able to move. So you have to think before you act

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted(+1)

very challenging. Good job

Developer

Thank you!

(+1)

Base Concept has been seen a lot, but the execution is solid. Everything works great. Needs a bit of balancing, but it's not far from being well balanced. The upgrade card mechanic is interesting and forces you to move (which normally you would avoid unless in danger), so there's a nice risk/reward thing going on. Good job!

Developer

Thank you! Yea Being forced to move to get the cards does help slightly with the "Standing Still is best way to go" gameplay style.  Maybe some other occurrences that encourage movement could  help with that also.  The Cards were the main thing that I felt made balancing hard to do, since you could get really lucky & get a really low time for regeneration or get hardly any upgrade cards. & with the risk / reward thing, The "Increase Control Time" just increases it by 1 but does not make it regenerate faster. Meaning if you run out. You have to wait even longer to move again. So you have to be even more careful.     and Thank you again!

Submitted
Deleted 2 years ago
Developer(+1)

Thank you very much! Yea that was probably the best thing to do for game play, I have a few ideas for a fix to that so that could balance it out hopefully xD. Thanks for the feedback!

(+1)

Neat core concept, but it seems like the enemies spawn faster as the game progresses, until eventually there's no way in heck you can have enough Control to manage them. The high cost of shooting means that the optimal strat is to stay centered & just turret-fight, but the random spawning means that you're blindsided and either forced to reposition, wasting valuable control, or tanking a lot of hits to the face while you wait for your Control regeneration to give you the last bullet you need. With some extra time, polish, and a bit of re-balancing, I think this could turn into a pretty solid game.

Developer

Thank you! Yea the enemies do spawn faster as the game progresses but I had a hard time testing for the difficulty. It was mainly the card upgrade system that made me unsure of the challenge it should have.  That does seem to be the best strategy for this; an idea could be that   maybe if you stand still for too long it starts removing control time because you aren't using it as much? also once again Thank you! It would be cool to re-balance it and such sometime to make it better.