...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.
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Time Loop Duel's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Completeness | #8 | 3.800 | 3.800 |
Intention | #10 | 4.000 | 4.000 |
Implementation | #14 | 3.400 | 3.400 |
Overall | #17 | 3.360 | 3.360 |
Linux compatibility | #24 | 3.400 | 3.400 |
Presentation | #34 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
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")
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.
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.
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)
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.
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