The Death of Time by OminusGalaxy44

[raw]
made by OminusGalaxy44 for Ludum Dare 50 (JAM)

The future is polluted. Noxious clouds in the air are pouring acid rain, but it doesn't harm humans. You travel back in time to survive. BootsAd.png Time is trying to send you back. You must kill the people of that time to remain in the past. They didn't care for you, why should you care about them? GunAd.png But time never stops. You must Delay the Inevitable

Have fun :smile:

Stay within the zone to survive The longer you stay alive the more points you get Kill people to increase the zone size If you get hit, the zone size decreases Killing people also gains you points

Try and beat your high score!

Ratings

Overall 1395th 2.342⭐ 21🧑‍⚖️
Fun 1373th 2.289⭐ 21🧑‍⚖️
Innovation 1367th 2.263⭐ 21🧑‍⚖️
Theme 1349th 2.658⭐ 21🧑‍⚖️
Graphics 1272th 2.026⭐ 21🧑‍⚖️
Audio 904th 2.5⭐ 21🧑‍⚖️
Humor 948th 2.5⭐ 19🧑‍⚖️
Mood 1339th 2.25⭐ 20🧑‍⚖️
Given 8🗳️ 17🗨️

Feedback

BearDing8
04. Apr 2022 · 21:40 UTC
It was too difficult to understand how to play. :(
🎤 OminusGalaxy44
04. Apr 2022 · 22:17 UTC
@bearding8 yeah i probably should've included better instructions lol

i added more instructions at the bottom
tested
04. Apr 2022 · 22:44 UTC
its a great concept but the game is way to weird to understand the game play and the controls didn't feel that smooth
inanimatecarbonrod
04. Apr 2022 · 22:49 UTC
i love the "lore"

also high score 145(ish)
the neon shark
04. Apr 2022 · 22:56 UTC
This game was challenging to play by nature of how fast everything was moving and because the graphics were sort of harmful to the experience. One thing I really liked is that the player's shooting mechanic didn't originate from the player, but rather from a floating drone nearby -- cool!

Here's some suggestions on how to improve this game:

1. Remove all of the details from your graphics and make everything simple and solid colors. Make it easy to understand what the game elements are. The ground should be a simple single color. The background should be very muted colors (easy fix is to make it 30% opacity to get started). The regions where a player can fall to their death should be clearly visually marked.

2. The game should be a bit slower. It felt rapid and sporadic and hard to understand in its current form. Having everything be a bit small on the screen and slower would give some time and space for our human brains to understand what's going on (and then react and play the game in a controlled fashion).

3. Once those two playability improvements are addressed, the final step is to improve the user interface. The game seems to be designed for a 640x480 screen exclusively, so many of the UI elements on larger screens were visible "off screen". The game over menu was a dark red which made it hard to read, just make the text white instead.

Thanks for sharing your work with us all!
🎤 OminusGalaxy44
05. Apr 2022 · 01:37 UTC
@the-neon-shark thanks! that's a lot of helpful feedback :smile:
NikaZ
05. Apr 2022 · 10:06 UTC
Ok, I didn't understand the gameplay right away. But it was fun)
Heho
05. Apr 2022 · 11:50 UTC
the music fit really well and it was overall a fun experience fitting the theme.
conduit.games
06. Apr 2022 · 02:56 UTC
I'm a huge fan of how you implemented lore into the game. It allowed me to either completely skip it and go straight into the action, or, I could page through the lore to get a better understanding of what was going on. Cool idea.

The controls were very sensitive for the keyboard which made for some tricky gameplay. Otherwise, it's a neat and concisely packaged up idea.
LDJam user 284287
06. Apr 2022 · 03:10 UTC
I'm thinking that the deadline got to this one a bit, but there were a lot of planks that could have been a pretty nice foundation to build on if you had had the time to build on them. I think the level of camera zoom hampered the experience the most as it made navigation and understanding where the current level boundaries are a bit difficult. On the other hand, there's some dark humor in the premise that makes the experience appropriately nihilistic nonetheless; I appreciate the cute commercialist-dystopian posters you drew.
Rolly
06. Apr 2022 · 16:36 UTC
It took me a while to figure out what to do, but I finally got to a high score of 403 after a few attemps (I think I was just lucky to find the good spot :D )

It would need some more polish, but I guess that's always the problem in a game jame. I really liked your pistol mechanic, you could really build something great on this. It is too slow and it makes the movement a bit useless in my opinion, but once again it's the kind of tweaking that needs to happen after testing and polishing!

The music and sound effects were nice :)

Good job!
JCMonkey
07. Apr 2022 · 21:26 UTC
so the first thing i did when i played the game was to go fullscreen. like i do with every unity game. then to my suprise i saw the pause menu over to the left. and the game got crazier in full screen. to be honest i really tried to figure this one out. i could move the guy and shoot. but some how i always died and i didnt know why. so point number one, test your game in fullscreen. point 2 have a super easy to control character or entity for the game. point 3, have a clear and concise reason for why the player died, or failed. and always provide feedback when you do a thing in a game. like shoot a enemy, make it flash, draw blood, make a sound, etc.
🎤 OminusGalaxy44
08. Apr 2022 · 02:28 UTC
@jcmonkey yeah I noticed the full screen issue too but by that point I didn't have time (I had to attend an event and by the time I would get back it would have been after the deadline).
Itskdog
09. Apr 2022 · 01:43 UTC
I'm not sure why but the gun was above my head. I stood in one place and just kept shooting as a cowboy would land on my head. Had fun playing.
ssh.randy
09. Apr 2022 · 04:30 UTC
I thought it was interesting to put the gun over the character's head, but it was visually very confusing. Who was my character, who were the enemies, and where was the shooting coming from? Because the game starts off so quickly you can't really tell what's happening. On second playthrough i got it a little better, but it was still a little frustrating. Also the game progresses so quickly that it's hard to get any sense of progression.

Overall I think there's a good base! Keep it up!
Arttu Halonen
10. Apr 2022 · 10:31 UTC
Congrats on making a game! It was a bit difficult to see which parts of the environment were platforms and which we just background, and I fell from the world quite a few times because of it. The character movement speed was a bit high compared to how far you could see, but the gun controls worked really well. Keep it up!
CZ46
12. Apr 2022 · 05:35 UTC
Congratulations on finishing a game in 72 hours! I liked the concept and the lore, but I think you should have stripped down the complexity of the graphics by a lot, as it was very difficult to tell what was happening when the background has as much detail as the characters. Overall a good entry, hope to see you compete in LD51 :)
LDJam user 279546
12. Apr 2022 · 15:43 UTC
Cool concept but I was a bit confused by how to play. I think there was a bug as well since the pause menu was always in the screen. Either way, the idea was neat and I had fun. Good job!
🎤 OminusGalaxy44
13. Apr 2022 · 12:38 UTC
@jzucc12 yeah, it happens when in full screen and I couldn't figure out how to fix it.