On Time by SerialKamikaze
On Time
Game written in Rust and using the Bevy framework.
You have to pickup items and deliver them to their destination before time runs out.
Play on itch.io, https://serialkamikaze.itch.io/on-time
Movement
WASD and arrow keys to move the player around.
Sounds
Sounds generated with SoundDevX itch.io page
Sprites
Sprites drawn with Aseprite.
Screenshots



| itch.io | https://serialkamikaze.itch.io/on-time |
| Original URL | https://ldjam.com/events/ludum-dare/53/on-time-1 |
Ratings
| Overall | 1227th | 2.188⭐ | 26🧑⚖️ |
| Fun | 1211th | 2.188⭐ | 26🧑⚖️ |
| Innovation | 1227th | 1.75⭐ | 26🧑⚖️ |
| Theme | 1125th | 3.021⭐ | 26🧑⚖️ |
| Graphics | 1080th | 1.833⭐ | 26🧑⚖️ |
| Audio | 754th | 2⭐ | 25🧑⚖️ |
| Humor | 1054th | 1.739⭐ | 25🧑⚖️ |
| Mood | 1174th | 1.978⭐ | 25🧑⚖️ |
| Given | 21🗳️ | 26🗨️ |
It still plays on this page, although the score numbers from the screenshots don't show :)
Congratulations on the entry!
And thanks for letting me know about the itch.io, I forgot it to draft state. It should now be visible to public.
The LDJam’s embedded cuts out some of the game as the resolution doesn’t match.
So, my advice would be to spawn more food in each wave and give player progressively less time at the end of each wave. This way, the game would get faster and more frantic as the time goes on and way more fun to go after the high score.
Oh, and the diagonal movements are double the normal speed, so it's a good idea to normalize the player input before moving the character.
1. I'm impressed you got this running in Rust of all things, so good on that.
2. I'm confused about when objects are going to "explode" or whatever that is that happens. I get that if I just pick stuff up, my score seems to go up? So I'm not sure why/when I need to deliver anything. I was just running into everything.
3. It feels like it gets easier as time goes on, because you can just leave extra items around to up the timer.
I wish I had some way of knowing "where" I'm supposed to deliver things to, or how long left I have to do it.
Thanks for the great tips and fixes/improvement ideas, I really appreciate them.
2. After picking up the item, it does spawn the destination where it should be delivered. If not delivered on time it will then explode.
3. True, did not have time to tune the game to be more replayable, just barely got it working with core loop before going out of time.
I had plans for example to add the picked items on the side of the screen as a list. Then marking them there and in the game area to know which is which.
I did make a background music, but it was too awful so I decided to leave it out. :D
Things seem prone to snowballing one way or the other: first try I had barely enough time between any given pickup and eventually lost, and second try I got off to such a good start that it was basically impossible to lose. I assume placement is random now, so maybe there could be some logic to it based on the distance to the lorry etc. to keep you on your feet. Maybe wrapping the level too?
Sound effects are simple but helpful. Music would've been nice of course. Likewise for graphics, offering just enough to understand what's happening. Maybe they could be even more simplified to really lean into the snake æsthetic 🐍
Good fun that I think could be even more so with some more work! 🦀
Yeah, spawning location of pickup and destination are totally random. True, it might have been better to leave at the snakeish look.
Very good improvement ideas from you too. I have great amount of improvement ideas from the comments that I might create and updated version based on these ideas at some extent.
I'm happy if you had fun when playing it :)