60 seconds to Mars by RocketRaccoons

'60 seconds to Mars' is a mix of a turn-based combat and an action adventure/roguelike game.
You must try to defeat every opponent in a room to move to the next room. You have to be fast or otherwise you will run out of time! You can also find random positive or negative items in each room wich will influence your progress. Furthermore, you also have to gauge what item is worth collecting or better left behind.
Credits:
Programming: Kevin G., Lukas F., Tako
Art: Kevin G., Sefa D.
Audio: Tim R. (Music download: https://timreichert.bandcamp.com/track/60-seconds-to-mars)
Social Links:
Kevin: https://twitter.com/RORA_Kevin
Tim: https://tim-reichert.com , https://twitter.com/FulminisIctus
Also, feel free to check out our (non game jam game ^^) Chicken Hero: https://play.google.com/store/apps/details?id=de.rora.chickenhero
https://www.youtube.com/watch?v=oXBOyyzHryE
| Windows | https://drive.google.com/open?id=18bKpzOGtBIfwResb1wNCDQcEHr0BRQQq |
| HTML5 (web) | https://rocrac.itch.io/60stm |
| Original URL | https://ldjam.com/events/ludum-dare/41/60-seconds-to-mars |
Ratings
| Overall | 621th | 3.417⭐ | 20🧑⚖️ |
| Fun | 495th | 3.395⭐ | 21🧑⚖️ |
| Innovation | 974th | 2.861⭐ | 20🧑⚖️ |
| Theme | 1091th | 2.684⭐ | 21🧑⚖️ |
| Graphics | 854th | 3⭐ | 20🧑⚖️ |
| Audio | 259th | 3.594⭐ | 18🧑⚖️ |
| Mood | 474th | 3.412⭐ | 19🧑⚖️ |
| Given | 9🗳️ | 12🗨️ |

Also bringing up the Credits for the first time made the game go into fullscreen? That was pretty weird. :confused:
(Actually, it seems like selecting any option on the menu screen after a game over or for the first time makes the game go into fullscreen mode. :thinking: )
When I actually started to play the game, there was absolutely no audio whatsoever. I guess I had it open in the background for too long and it doesn't loop? Restarting after a game over does bring the music back, however.
But these issues aside, I thought the game was pretty straightforward and relatively easy to pick up and play. Although...I didn't really understand the benefits of blocking, or the difference between a Heavy and a Normal attack aside from them...doing more damage to the enemy. I would expect there to be some repercussions for the player for using a heavier attack, but I wasn't able to figure out what they were.
It also seemed a little strange that you had to wait to pick up weapons and items. It didn't really seem to add anything to the game other than to waste the player's time? It especially doesn't help when the player goes in not knowing what these items are and what they'll add on to the player exactly.
Despite my bickering, I really did like the look of this game. The designs of the aliens you fight are very interesting and varied. I wish the UI also matched up to the graphics, though, instead of just the plain text. The music was also pretty good. There's an intensity in the lower voices that contributes to the idea of there being a time limit, and the melody was mysterious enough that it conveyed that alien-esque, being in outer space feeling.
The time limit is quite the hassle, but maybe that was just me and my first experience playing. Sometimes, the controls didn't really respond, thus I was madly button mashing just to try and beat the clock. I was looking back at the timer each time I cleared a room and you only get what, 6 extra seconds when you clear one? That seems pretty low. Anyways, there's some good ideas in here; all in all pretty good for a game made in 72 hours, eh? :stuck_out_tongue:
The graphics were cool! Though a good rule of thumb is that if your game is basically entirely pixel art, that you should use a pixel font (you can find a ton of free nice looking ones on various font websites). I think that minor change would help your UI 'blend in' a lot better.