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Arrows of Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #70 | 2.372 | 3.750 |
Concept | #78 | 2.214 | 3.500 |
Overall | #80 | 1.976 | 3.125 |
Use of the Limitation | #88 | 1.897 | 3.000 |
Enjoyment | #89 | 1.423 | 2.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
2 - bryanv7, Asmondia https://twitter.com/Asmondias
Software used
Unity
Use of the limitation
Only 3 inputs are mouse x, mouse y and left click
Cookies eaten
3
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Comments
The low-poly models and level design are really cool, and I liked how the player can see arenas from afar, since it's one big map. I also really like how smooth the bow drawing animation is and the arrow reverse mechanic was very satisfying. The only part of the game I was unsatisfied with was the last level, where four enemies rotate around the player, because with no set attack order, I had to rotate around a lot to try and track who was firing, and that made me a bit dizzy. Overall, it's a pretty solid game, and aesthetically pleasing.
So you guys had 3 days to complete a game and like absolute gigachads decided to do 3d modeling and rigging? That was very well done as I don't even know how to start with that. The gameplay was nice and simple with one main mechanic. The mechanic was very well done with a hold bar cooldown thing to make things fair. One thing I found was that if you caught an arrow from the edge of the screen, it would be fired from the edge of the screen as opposed to the issue. I'm not sure if this is a intended mechanic. Overall the game was nicely done