Hourglass Outlaw by Ismael Rodriguez



| Link | https://ismaelrodriguez.itch.io/hourglass-outlaw |
| Link | https://ismaelrodriguez.itch.io/hourglass-outlaw |
| Original URL | https://ldjam.com/events/ludum-dare/51/hourglass-outlaw |
Ratings
| Overall | 119th | 4.016⭐ | 34🧑⚖️ |
| Fun | 113th | 4.016⭐ | 33🧑⚖️ |
| Innovation | 148th | 3.887⭐ | 33🧑⚖️ |
| Theme | 82th | 4.258⭐ | 33🧑⚖️ |
| Graphics | 357th | 3.935⭐ | 33🧑⚖️ |
| Audio | 182th | 3.85⭐ | 32🧑⚖️ |
| Humor | 664th | 2.692⭐ | 28🧑⚖️ |
| Mood | 502th | 3.536⭐ | 30🧑⚖️ |
| Given | 14🗳️ | 28🗨️ |
Feedback:
The game starts a little slow. It might just be the 10 second thing though.
The control scheme is also a bit hard to manage. Might be easier with a controller remap, though. I think this would be amazing with a joystick.
I decided against controller inputs because I wanted to explore this "1-stick-shooter" idea which allows for a different type of bullet-hell-shmup while being playable with a JUST-mouse OR touch-screens. More conventional controls would surly be a lot of fun, maybe post jam!
Regarding slow start: It's possible to control the mob's growth by freely rolling the hourglass, but rolling the glass without charge is risky because you need to power up to keep up with the mob size. Tuning could probably be better but I felt like a slow start would be good for warming people up to the controls.
Thanks again!
@ideaspersecond Thanks for your feedback. I had "health system" written down but just didn't get to implementing it. Glad you still had some fun!
Throwing the hourglass at enemies seems to be the best tactic I found. I would love to see game with this input, but with more enemies and weapons.
I did want to do more in regard to tuning and balance. I had some ideas I didn't get to build-in. I was going to implement a shop system that would be added to the pick-up's cycle. Perks, cooldowns, special abilities, etc. *The hourglass will only damage enemies if it's hit below X seconds*, *Hitting the hourglass below 1 second causes an explosion*, *double fire-rate if hourglass is above 8 seconds*, etc.
Maybe post jam.
This game i soooo freaking amaziiiing. Loved every single second of it.
I think that the only thing that could've been changed was the Hourglass damage.
It seems that it One-Shots any enemy, making the game a little bit too easy.
However, the chaotic enemy spawning of the game barely makes it an issue.
This is my one of my favorite entries of this GameJam so far. I hope I can get to this level of quality within my games one day.
The control sheme is a bit challenging at the beginning but make sense in this kind of way.
The 1 bit art style matches perfectly.
I love the minimalist graphics and even the music fits quite well. Nicely done!
@asue Thanks! I'll probably add a bit more eventually.
@tanis Thanks! Glad you liked it! Fun Tip: You can use the dash ability to zip through a crowd of enemies, hopefully hitting the hourglass along the way. It's a risky play!
The concept is very interesting and it feels very nice.
Would be nice to be able to move in different ways, felt it was too weird and clunky to move with the mouse.
Moving and shooting feels great here, they're combined in a way that makes them easy to use but still requires you to think and act fast!
I figured out the mechanics as I was playing but the "tutorial"/intro text didn't explain things very clearly: for example, that the hourglass must be touched every ten seconds (at first I thought this was the "charge"), or that the hourglass can also be used to kill off large numbers of enemies.
The music is engaging. Thix pixel art is simple but nice.
Good job!
And yeah, it's also easier to do that than aiming to shoot enemies.
As few others have mentioned here the mouse-controls felt a bit tedious at first.
I don't know how fundamentally the experience would change if you were to add different control-schemes. I think there's a lot of room for experimentation there, and different directions where you could take this.
Good work, as always!
It's actually a really interesting one, but the game's way to get you moving is to spam 1 million zombies. There was a comically large pumpkin for some reasons, but yeah.