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I love the art and level of polish but I don't really understand how time fits into this game at all. The "Time" stat isn't labeled as such and acts more like a second health pool than any sort of timer. I think a turn based game with a time limit is a super cool concept and I wish this game leaned into that angle more. Maybe you only have a certain number of steps to complete smaller challenge rooms  that focus on the time mechanic more. You could even implement puzzle sections by having areas where time moves backwards or at different rates.  It's still a fun game, and I'm just spitballing ideas here, but I feel as though it would have been better if you focused less on the more common dungeon crawling elements and more on the time and grid based movement. With all of those things in there together, it feels like nothing is overly developed and the game doesn't have a core identity. I am definitely being harsh, and I still enjoyed the game, but I feel like it has a lot more potential that I would love to see in either an expanded version or another game that borrows some of the mechanics with more focus. Great work!

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Thanks for the reply! Not that harsh at all!
I disagree that the Time Limit theme doesn't fits. If you limit the turns on a turn based game, it works kind like a Time Limit, but I got your point.

I agree that the game leans to much on the "Dungeon Crawler" aspect and not that much on the "Time Limit" aspect, and yeah, that blurs the game "identity".

As all Game Jams, I had some more ideas to expand on the concept, like adding some real time elements (like a real time hazard, making you take fast decisions, but not using that much AP), adding more dept to the time aspect, but well, I got Limited Time to work on the jam (play friends_background_laugh.mp3).

I really glad to hear your feedback and the concerns that you brought in are very relevant, so thanks for that!