Timeslime by asbjorn
🕹️ Click here to play the game.

A 2D shooter on a grid with a twist: Your moves are being recorded, and repeated every ten seconds.
Be careful and strategic with your inputs, and you might stand a chance.
The game is made using Godot, Aseprite and a Pocket Operator.
Oh, and this was our first-ever game jam, as well as the first time making anything real in Godot.
You move around with WASD, and shoot using the arrow keys.
Here's a screenshot:

🕹️ Click here to play the game.
| Source code on Gitlab | https://gitlab.com/AsbjornOlling/timeslime |
| Play now in browser | https://asbjornolling.gitlab.io/timeslime/ |
| Original URL | https://ldjam.com/events/ludum-dare/51/timeslime |
Ratings
| Overall | 282th | 3.817⭐ | 65🧑⚖️ |
| Fun | 312th | 3.683⭐ | 65🧑⚖️ |
| Innovation | 38th | 4.206⭐ | 65🧑⚖️ |
| Theme | 30th | 4.381⭐ | 65🧑⚖️ |
| Graphics | 483th | 3.77⭐ | 65🧑⚖️ |
| Audio | 421th | 3.429⭐ | 65🧑⚖️ |
| Humor | 826th | 2.378⭐ | 39🧑⚖️ |
| Mood | 471th | 3.566⭐ | 63🧑⚖️ |
| Given | 57🗳️ | 74🗨️ |
Sometimes, i felt that the game was a little unfair, and that managing to make a good score (more than 35 is a good score for me, it seems) is almost more dependent on luck that dependent on skill. But maybe I'm just not skillful enough. :D
Solid entry, the game feels well polished, and I haven't spotted any bug.
On one occasion I had two enemies spawn on top of one another, followed by them both shooting and destroying each other.
Might be nice to be able to see where the next enemy is going to spawn so one can plan ahead a bit. But maybe that would make it too easy.
Still, once you understand it, it's interesting which inputs you add when, but it always ends with the player running into a bullet because of previous inputs. A delete functionality would be interesting maybe.
All-in-all - super enjoyable, and I will definitely keep this game in mind when developing mechanics in the future. You have inspired me greatly, and should be very proud!
(In some way, it reminds me a bit of my first jam game oroboro, which also used a 'compete with your past self' - though your game is much a more beautiful and spectacular first entry!)
My strat was (turns):
1. Shot in enemy direction, start moving towards top right corner
2. Reach top right corner
3. don't move, only shoot up or right
4. Pray to RNG that, using probability, it will take a very long time for enemies to spawn on the top or right edges
5. If enemy is encountered and manages to shoot in your direction, try heading one tile and then immediately back to corner
6. Profit
Okay, now for the game itself:
Pros:
- Well executed, simple graphics
- Simple to grasp mechanics
- Scalability of the difficulty
- this looks like a nice game I would play on a Switch
Cons:
- The actual RNG of enemy spawns makes it either into high scores or not
- Once you get into certain level, it's nearly impossible to control the player in any shape or form apart from trying to override the movement you made
A well-scoped and polished entry nonetheless. Great job guys!
I would prefer a predictable puzzly game rather than a RNG based on, where I would program my next moves. (Reading other comments, I am not original on that one!)
But I'm not sure how the controls would work, though. Swiping could work for movement, but how about shooting?
On screen buttons kind of suck, right? :/ But maybe that's a necessary compromise...
If you could just shoot a shotload, you'll eventually become invincible and rack up infinite points.
But once we introduced the miss penalty, that strategy is broken.
I agree that a lot of deaths above ~70 points feel pretty unavoidable. Maybe this could be adressed by enemies shooting more rarely and/or much slower.
:shrug: The 72 hours are over now though, so I'll just leave it like this until the rating period is over - then maybe make some adjustments after.
Thanks for playing our game, and thanks for the awesome feedback!
A bit more control in the game would be nice for predictability.
I got a score of 66 after I realized that I want to provide as few inputs as possible and just be sure to always end up where I started. Remembering which moves I made previously to know if I need to change anything is tough!
I swear the slime generator AI calculates my every move.

For a post-jam version I kind of want to fix up the death screen. Having a ghost of your character repeating the moves of th last non-fatal loop could be really cool.
Congratulations on 88 points! That's actually a really good score.
Can you reproduce this reliably? I haven't experienced this bug.

Altough th input combo can get messy real fast. Something to clear it now and then would've been helpful to keep the games longer! At somepoint I felt like what I did didn't have a lot of inpact since I had to fight off so many past inputs.
The only problem I had was if I tried shooting while still waiting to reload, the bullet would immediately fire as soon as the reload had completed. Would've been better (IMO) if the "shoot" keypresses were ignored while the reload was taking place.
Good job!