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Tick Tock To Doom's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
User Interface (UI/UX) | #26 | 1.225 | 1.500 |
Overall | #29 | 1.633 | 2.000 |
Sound/Audio | #29 | 1.225 | 1.500 |
Fun | #29 | 1.225 | 1.500 |
Visuals(Graphics) | #30 | 1.225 | 1.500 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://mike-the-coder.itch.io/tick-tock-to-doom/devlog/775012/recent-update
Developer Feedback Questions
How do you think visual art in my games will impact the audiences reception to the game?
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Comments
Unfortunately the game is doing some really weird things for me and making it hard to really get a feel for it. It seems interesting, but it keeps making new popup windows. On top of that I'm having a hard time figuring out why I'm losing. I tried following the instructions, but no matter what button I hit first it seems to just cause me to lose. Additionally clicking on the screen seems to lead to an immediate Game Over.
All of that being said, that you're making this on mobile is incredibly impressive and I hope you're able to get a PC to really unlock your skills!
Will the art impact the audience reception:
- In all cases, yes. Good gameplay can overcome underwhelming art (e.g., Dwarf Fortress), but it will be more difficult. For your art specifically, I do think it will make it difficult to find much success outside of very niche gamers, but work with what you have and keep improving you skills!
Thank you for the feedback
I'll do my best to make the game better
For the consistent game over screens, there is an enemy that damages the player on contact so you have to move around and navigate through the ship to avoid contact and activate the timers. Overall, I amy have made the game a lil bit to hard for now, in a later update I'll try to add a difficuty menu and tutorial section to give players strong knowledge of what they need to do
The VFX may come soon😅