The Death of Time by OminusGalaxy44
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.
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?
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!
| Link | https://ominusgalaxy44.itch.io/the-death-of-time |
| Link | https://ominusgalaxy44.itch.io/the-death-of-time |
| Original URL | https://ldjam.com/events/ludum-dare/50/the-death-of-time |
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🗨️ |
i added more instructions at the bottom
also high score 145(ish)
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!
The controls were very sensitive for the keyboard which made for some tricky gameplay. Otherwise, it's a neat and concisely packaged up idea.
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!
Overall I think there's a good base! Keep it up!