Smooth art style and audio! Great use of the mechanic... Here's a link to my playthrough https://www.twitch.tv/videos/1536015230?t=00h29m26s
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Noir time to Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #447 | 4.034 | 4.034 |
Overall | #882 | 3.494 | 3.494 |
Creativity | #1268 | 3.414 | 3.414 |
Enjoyment | #1609 | 3.034 | 3.034 |
Ranked from 29 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?
Rolling ( aka dodging ) will randomly change your weapon!
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Great concept, but I didn't like that all weapons dealt the same damage. Some sort of timer for the longer recharge weapons would also have been nice. But the vibe and atmosphere was excellent!!
Stunning art and great noir atmosphere. However regarding gameplay - until I was told to roll I thought I'm gonna be stuck with the knife that had way too realistic range ;) Then it got better, but there's little to no feedback when hitting enemies and it takes away from the experience.
Nevertheless, I gave it a try and had fun!
Also, that player animation is super juicy!
I think the gameplay would be greatly improved if the goddamn cooldown timers were a little shorter. Half my time was spent waiting for my weapons to recharge, and it wasn't like I was in danger; I could very easily outrun and out-dodge the enemies. If you want to make the long cooldowns part of the gameplay, then at least make the waiting interesting and add some challenge to it. Like this, I simply lost interest after a while.
Apart from that, it's a nice game, the art obviously captured me instantly.
That might be one of the best feeling movements of the jam! Could just walk n dash around forever, felt and looked so good! Loved the general theme, look and name of the game as well!
Really well done! :D
Great game! I think we have stumbled onto the same theme of enemy design! I assume the enemies are decks of cards and coins?
I did find some issues that you might want to be aware of. First is that shots aimed downwards still send the visible projectile upwards. Still damages the enemies though so no biggie. It is also possible for both the players and the enemies to roll/jump into and get stuck at the edge of the map.
This being said, it is a truly well put together game. Well done!
The art style is amazing. Really captures the Noir feeling. A cooldown indicator would be really appreciated, and it took the dev to point out that the health is the dots on your character. But overall its a really nice Jam entry. Keep at it.
This one has some beautiful design decision. Like health being dots on dice. All enemies could use same, no need for flying UI-pointers (even though they are too dices). Would be complete Nintendo approach for problem.
I think you should update it to more flexible twin stick style. Up the aggression of enemies and turn it faster and more fun, chaotic but focused experience. Also attacks needs better visual feedback. Put those Rayman-style hands in use and make them hold guns, punch and show taunts.
First off, points for the punny name. The art fits really nicely and I think y'all picked the music and soundtrack pretty well. The animations were smooth, and spamming dodge roll and moving around didn't have any noticeable stutter to it. The character designs fit really well too.
The central mechanic is really creative, I think it uses the theme to it's advantage and the fact that it doubles up as a dodge roll is brilliant. Love that the most about the game, and would be cool to see that fleshed out.
I'd say the only gripe I have is that enemies take too long to kill based on the weapons given. There are a ton of enemies, and killing just one takes about 10-30 seconds based on the weapon and giving allowances for weapon icd's and having to dodge enemies/lasers. The hitbox of the dagger also took some getting used to.
The art and music are great, and the idea is really cool! The sniper felt the same as the pistol, except it shot a little farther. I wish it would have done more damage, or something. I also would like to have a visual indicator of when you can shoot. The animations were clean, and the character designs were great!
the concept is super cool, and i love the art! i do think the weapons could be more unique aside from range and everything could be sped up, but great work!
Really like the premise and the theming of the game. I do think the balancing of the weapons could be improved because the sniper felt like a slow pistol. All of the weapons attack speed could be upped.
Love the noir aesthetic also like how rolling changes the weapon type. Aiming could be used by a mouse also have some kind of indicator of when the weapon can be used again.
The FilmNoir Style of the Game and the implementation of the Dice theme with the swapping of the weapons is cool but the combat is a bit buggy. The cooldown of the weapons feels also weird without a animation.
Hey, great job on this game!
I really like the art style, and you did a good job on choosing the soundtrack and SFX.
Feedback:
- The player can't rest looking up, down, or the diagonals. This makes using any of the guns very difficult.
- Any kind of visual feedback for the reloading would also make the guns much more usable.
However I love the animations, and the roll+ability change feels pretty good.
Keep up the great work!
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