Play game
Buying Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound & Music | #4 | 3.769 | 3.769 |
Overall | #7 | 3.615 | 3.615 |
Fun | #8 | 3.692 | 3.692 |
Theme Relevance | #9 | 3.615 | 3.615 |
Art & Graphics | #10 | 3.385 | 3.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
I liked this game. Great art, interesting idea, and splendid sound and music. Great job!
Thanks for playing! I’m glad you liked it.
cute game with lots of clever upgrades! Music and Sfx are great too
Thanks for playing and the kind words.
Nice Game man , it is very funny , dont know how you made it in time with so much content, there are a lot of upgrades, the art is simple but effective, and the sound fits well.. I was a little confusing in the beginning but once I realize it I got engaged quickly. Great Job!!
Thank you so much. Your words really meant a lot to me, especially "dont know how you made it in time with so much content".
My initial idea was way more complex, but luckily my wife talked me out of it and into doing a simple single room game so I could finish on time. After day one all the movement was in place and basic mechanics and I was a little too cocky about how much I could polish it ... but then I kept adding in upgrades like a dummy and had to implement them and the stupidest thing I did was decide you should get a color swap if you upgrade your armor or if you unlock the one percent bot (I didn't have to do any new animations ... but recoloring is still work and then coding the right animation based on the upgrade combo) and a sprite change with the Top Gun.
My wife was out of town for most of the jam, so I could take all my evening hours to focus on the game, which was nice, but even then I ended up taking a day off work and pulling an all-nighter right before submission to get a working build out in time.
I'm still pretty new to this. Once I understand arrays a lot better and shaders better, and dialogue for sure!, it probably would have cut development time a lot, but as it is I had to just brute-force a lot of things using the code I do understand. It felt nice to get the game uploaded on deadline, and feedback like yours is really meaningful, but I have to scale the next one way, way back if I want to keep from burning out. Like take what I think is small enough scale and then cut down more. I think using pre-existing assets would be smart too, then I wouldn't be too overwhelmed and could focus on fun gameplay, code and design.
Yeah, The game is great , but I think that in this type of games(Short games for game jams) all we need to do is make a simple game, doesn’t mean that the game will be bad because of that , but , for example , if your game have 30 upgrades (don’t know exactly the number of them) , maybe would’ be better make 15 and improve the feedback of the game, the art, the music etc, I am pretty new to this too and have to learn a lot , but I love when I see people like you , helping other people with your feedback about their games, my English is not so good because I speak Spanish but I hope you understood me ahahah . Good luck in your future projects!!!
at first i shot the core thinking it was the enemy but i figured it out after 2 tries :)
nice game i had a lot of fun playing
Thank you so much for playing.
FullMoonGame said he went after the core first thing too. I also watched a streamer play, and that's immediately what he did. I feel so foolish not introducing the core earlier on, or giving it some other element to let you know what to protect, but I'm glad you worked it out on your own.
Thanks for trying it and the feedback. Giving yours a go this afternoon when I can get on my PC instead of my Mac.
It looked simple at first (and I destroyed the core thinking it was an enemy lol), but it became much more engaging after the first level! Great skills' description, and sound design. The only thing is that the music doesn't loop, but that's a very minor issue :)
Haha! I was fortunate to have Vimlark play this on stream and the first thing he did was start shooting the core, and I realize I never actually show the core to the player early on, and it has the same healthbar as the enemies ... so of course people would do that! I'm glad you stuck with it and enjoyed your time playing. Thank you for trying it out.
Awesome arcade game!
Nice introduction, addictive gameplay, funky item descriptions in the shop. The difficulty curve felt a bit steep but that might be because I'm not used to hardcore games. Wasn't frustrating though (apart from the fact that you start in the beginning - I wish I had a checkpoint).
As for the pickups, you might add some indication when they are about to disappear (like flashing or something), that would prevent one from going for an item only for it to disappear.
Can't add much to that - the game feels polished and balanced, great job!
All valid feedback and great points. I actually wanted to include an option to restart from the round, instead of the game ... but the coins were tied to a global and I couldn't figure out how to store that at the room start to access again if they selected restart round again without them just keeping all the cash they collected. I think ... just sitting here and typing it out now I have a few ideas and could probably find help in the GameMaker community, but it was one of those cut for the jam deadline things.
The pickup signaling it was going to disappear in like five seconds or whatever ... such a simple thing to implement and I feel silly for not thinking of it when designing. Excellent suggestion.
Thanks so much for playing and the great feedback.
It was fun but confusing. I played with my controller. I feel like if there was a little tutorial or text box that told me what to do and what was what I could have played longer. I like the music and the art was ok. Overall a good entry.
Thank you for playing. I'm happy you had an OK time with, and yes, I am quickly learning just how important it is to build in the tutorial with gameplay and not text, but I keep pushing it to the end of the to do list and before I know it I'm just slapping a wall of text at the player. Not a smart solution, but I'll keep working on it.
It was fun but confusing. I played with my controller. I feel like if there was a little tutorial or text box that told me what to do and what was what I could have played longer. I like the music and the art was ok. Overall a good entry.
This is a really great entry for the jam and an overall great game. I love everything about this and I could see this in a retro arcade console. I can see myself as a kid just throwing quarters at it all day long. Controls were confusing to get a hold of at first but otherwise no issues found. Well done EndMark!
Thanks so much for playing and for the kind words, especially after I played your awesome team entry. I keep reminding myself to build in a tutorial for a jam game through gameplay ... and then I keep saving it for the end and running out of time and end up doing it in text, or not at all and leaving it in the page description. This settles it. My next jam my number one goal is a playable and enjoyable tutorial! Well, and finishing of course.
Thanks again!
Clearly alot of "time" was spent on this one hehehe... Seriously though, A great game with so many variations that make you carefully consider what your next move is. The upgrades not only up the quality and fun of the game, but their descriptions are my favorite part of it all. Great job on this one!
Thank you so much for playing and the positive feedback on the item descriptions. I enjoyed writing them, but I wasn't sure if they were necessary or if players would laugh, or just be annoyed by so much text. Probably half and half!
Thanks again. Not sure if you beat it, but if you get the cheat code for the shop start, then you can just purchase everything and roll through OP — that's my favorite buildout. It feels really good, but not balanced!
Thanks again.
Ah, good to know. I'm giving a few of these games another run later and this one is definitely on that list. I did not beat it when I played it last but I will certainly be looking for that perk this time around.
I really like the system of upgrading different components, which motivates me to play multiple times.
Good job!
Thank you for playing.
The amount of effort on this one is clear, I think it was was it's biggest curse. When you have so many things going on it's hard to give them proper love, specially because the jam is too short. I also felt confused as a player. If you were to have less elements I think this would be a way better game. Good Entry!
Great feedback, and I agree. After the first day I thought, this is a really simple concept, I'm just going to focus on polish ... but I kept adding more and more upgrades making things more complicated, not leaving much time for polish.
My biggest lesson is that building a shop system or item select screen is way more complicated than I thought it would be. I need to spend some time on arrays because the initial idea was to only display like six options after a round and you could pay to shuffle the selection ... but I couldn't get it to work and just went brute force to meet the deadline. Even then, looking at it now, I could have at least made that wall of options less intimidating by giving them clear tiers and including the price on the item, or having items you can't afford greyed out.
Thanks for playing and for the feedback!
You are a very reasonable guy :)
Really fun stuff, shooting and platforming felt good, loads of upgrades too! Good job
Thank you for playing! I'm glad you enjoyed it.