The Chrono Clock by RottenThunder997

[raw]
made by RottenThunder997 for Ludum Dare 50 (COMPO)

Screenshot 2022-04-03 151339.png

Screenshot 2022-04-03 151220.png

Screenshot 2022-04-03 150948.png

Traverse through the randomly generated dungeons and fight enemies with your trusty dart shooter. The Chrono Clock will not stop for you, so why wait for it...

This project was done with Unity and C#, To play the game download the "WinBuild" or "LinBuild" folder (depending on your platform).

Music was done with Pro Tools. Art was done with Aseprite.

WASD or Arrow Keys - Move

SPACE - Fire

MOUSE - Aim

Any and all feedback is appreciated.

Side Note: (The Dungeon is randomly generated every time you press the "Play" Button on the Title Screen, so go back to the Title Screen when you have run out of things to do in the current dungeon)

Ratings

Given 27🗳️ 6🗨️

Feedback

khaotom
04. Apr 2022 · 08:36 UTC
I would prefer a much faster game speed. I moved slowly through empty rooms until I saw a single enemy which I then easily dispatch, it didn't seem to do anything? Maybe I'm experiencing a bug?

The heavy music, while nice sounding, doesn't match how slow the game is paced.

I would also consider hosting the game a different way, I think you can make releases on github to simplify the download of the correct version? I couldn't find a way other than to download the entire repo as a zip file.
🎤 RottenThunder997
04. Apr 2022 · 08:52 UTC
@khaotom

Thank you for the review, I will put a release on github to simply the download.

The enemies are supposed to follow you but not attack. I did not have enough time to implement enemy attacks
snesgaard
04. Apr 2022 · 09:44 UTC
Appreciate the Linux build! Think either faster walk speed or smaller levels would improve things. Also having the controls displayed in game would be nice.

Must admit that didn't quite get what I was suppose to do in game. Maybe some instructions on the game page would be nice? :)
🎤 RottenThunder997
04. Apr 2022 · 09:56 UTC
@snesgaard

Thank you for the review.
As the game was very simple, i didn't think of adding instructions, but that could be good if i want to take this project further
Wuppos
06. Apr 2022 · 00:10 UTC
I agree with the others that it would have been nice to have a faster movement speed, but honestly I don't think that is the main thing to work on. I would try to make the game a bit more engaging. For example, it is very easy to shoot enemies before they can see you. Maybe it would be interesting to make enemies come to you earlier? Or add a bit more challenge to killing an enemy. Right now all it takes is a single shot. Of course you could just give them more health, but I think there are many other (more interesting) ways to make it more challenging.

It is really impressive that you managed to get a random world generator to work in only 48 hours! Also the varied colors of playthrough give a nice bit of variety to the experience. However, I must warn you that it is very easy to get distracted by details such as those. As a friendly tip, in my experience it is better to first focus on the gameplay and make that as enjoyable as possible, before adding extra flare :)

I hope you did not think my criticism was too harsh! I really hope it helped you in some way, and that you will make more games in the future :) Thanks a lot for making this, and good job finishing a game in 48 hours! :D
🎤 RottenThunder997
06. Apr 2022 · 07:55 UTC
@wuppos

Thank you so much for the detailed review.

I spent most of the first 24 hours on the random dungeon generation, and that seems to be a lot more time that what i should of spent on it, and that ultimately made less dev time for the actual gameplay.

Thank you for the constructive criticism and pointing out what i should focus on in the next game.
coyotethursday
08. Apr 2022 · 04:12 UTC
I appreciated that the controls in this game weren't very complicated, the WASD to move + pointer to shoot paired nicely. However, I noticed a bug where it looked like the rotation of the player character would only update when you moved the mouse (so if you kept the mouse in one place, the player character would be constantly turning to face the place on the map that the mouse was touching the last time the mouse moved). I'm not sure if this was intentional (I think you could definitely make an interesting mechanic out of this!) but if it was, then it would have been nice to have some sort of marker to show what point the player character is meant to be shooting at.
🎤 RottenThunder997
08. Apr 2022 · 08:47 UTC
@dninosores

Thank you so much for playing my game.

As for the bug you encountered, it was not intentional.
Olsie
15. Apr 2022 · 13:06 UTC
Its a very simple and fun game for me, I enjoyed it!
LDJam user 234567
16. Apr 2022 · 14:20 UTC
This game need a map. Maybe a map with shadow until you are walking in the area.

Great music! :metal: But as @khaotom says, doesnot match with the slow speed of walk.
🎤 RottenThunder997
18. Apr 2022 · 14:52 UTC
@olsie & @fifut:

I am glad you guys enjoyed the game.

As for your suggestion @fifut, i don't exactly know what you mean. Do you mean a map at the side of the screen? as ui?
🎤 RottenThunder997
18. Apr 2022 · 14:52 UTC
@olsie & @fifut:

I am glad you guys enjoyed the game.

As for your suggestion @fifut, i don't exactly know what you mean. Do you mean a map at the side of the screen? as ui?
LDJam user 234567
18. Apr 2022 · 17:57 UTC
@rottenthunder997 Yes, exactly, a mini map as ui. A map to show where you walked.
🎤 RottenThunder997
20. Apr 2022 · 16:35 UTC
@fifut Sorry for the late reply.

I feel like this could be a really cool thing to add in a post-jam version of this.

Thank you for the suggestion.