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A jam submission

Time Loop DuelView game page

The enemy brought a knife in a gunfight.
Submitted by AzCraft — 3 hours, 52 minutes before the deadline
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Time Loop Duel's itch.io page

Results

CriteriaRankScore*Raw Score
Completeness#83.8003.800
Intention#104.0004.000
Implementation#143.4003.400
Overall#173.3603.360
Linux compatibility#243.4003.400
Presentation#342.2002.200

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

...I beat this game, once, but I don't think I can get past the second stage again.  I really like the idea, and also the chaos that is created on every loop.  The few issues I had were mainly with controls: I'm not used to controlling the orientation of my character with the mouse, and it didn't help that I was using a touchpad.  Some indication of orientation on the screen, as well as an indication of the length of the cooldown on taking shots, would help with this I think.

Developer

That's actually quite a feat!
I am ready to say my game is entirely unplayable without a mouse.

I'm a bit doubtful that orientation can fix this kind of an issue.The reload indicator is a good idea that i should add.
Until then, you can actually hold mouse to fire.
Holding the mouse key might not be a good idea when playing on a laptop, because some laptops disable the touchpad while you use the keyboard. (And they call this a "feature")

Submitted(+1)

This is a simple idea nicely implemented. By the description I think you intended the game to be strategic What I found was pure chaos and the true enemy of the game was my past-self. It was really fun!

Well done.

Host (1 edit) (+2)

This is a really cool concept that I had a lot of fun exploring the limits of.

I was able to complete all three encounters, though was only able to get through the third one once I realised that I could stand still at the start point and effectively be invincible (intention seems to be guide the player into the chaos that ensues when moving around and definitely I felt like I wasn't engaging with the game as intended).

I feel that a game like this is enormously difficult to tune and balance effectively. Two aspects feel like they work against each other in the game as it currently stands - enemy movements are a little too responsive and a little too unpredictable, and the actions of past iterations are a little too hard to keep track of.

I love the idea of not being equipped to take out an enemy on my own, but if I can't track my past iterations well enough to coordinate with them effectively, then the game becomes overwhelmingly chaotic in a way that I think moves away from what I find interesting in the concept. Although I felt like I may have been cheating a little by standing still, it did give me that sense of working with my past iterations, and that was fun!

Unfortunately, the build requires a newer stdc++ than is available on my distro (and would also not have run on Debian Stable at the time the jam ended). Thankfully, you provided sources and I was able to compile and run the game myself. Your build is also uploaded as a single loose file, which can not preserve executable permissions when downloaded via http/https. My recommendation would be to compress it within an archive capable of storing executable permissions (.zip, .tar, etc.) or upload using Itch's Butler tool.

This was not the kind of thing I was expecting people to come up with for "second ____" or "pass" from the optional prompts list, but I love it. I put that list up in the hopes that it will inspire something for people who need it, and it's always a delight whenever somebody finds something in there that I never would have thought of.

(+1)

at first i were confused but kinda got the concept behind the game afterwards. You made me think! How dare you... ;) well done.

Host(+1)

Hi! The information you've included under "Previous Linux Game Jam submissions" here (in particular the SDL2 requirement) should be on the game's main page instead.

Developer (1 edit)

Sorry, i am used to place a jam-specific description of the project in the jam page of the project.

I have the SDL2 requirement described under `Install instructions` on the project page as well.

I couldn't think of a smooth way to insert the `used software` list on the project page, so i had put it here. (vim, GCC, GNU make, GIMP)
It references the "... bonus point if your game is developed with open source tools." from the `Game Jam Rules` and feels out of context on the game page.
Same applies for the description of the common source code i reused from before the jam. (engine branch on github)

Host(+1)

All good. Our goal is to increase the visibility of tools, dependencies, and prior work, and that's most visible when it's on the game's page - we hope that the jam-specific context of championing Linux relevant and open culture relevant concerns will extend beyond the jam itself.

Submitted(+1)

That was a lot of fun, and a very unique concept too. I didn't like getting hit by your own bullets at first, but I see why you did it. It definitely makes it more difficult. I don't fully understand how to pin down the enemies. On the rounds I won, my time shadows took out the enemies and I just hid from my own bullets lol.

i can’t understand the rules :-( you can get killed by collision with yourself or with your bullets (spawning from yourself).

Developer

Collisions with yourself dont kill you (Except if your shadow shoots at you while you're next to it)

Collisions with red enemies kill you. 

Friendlyfire is on. (Your bullets damage you)

Bullets wrap around the screen, so you should fire carefully (or just enjoy the bullet hell)