Time Labyrinth by LeviDSmith
Defeat enemies to earn time. How long can you survive in the Time Labyrinth?
Level order randomized each game.
Three types of enemies with three levels each (green > blue > red). Defeating higher level enemies grants additional bonus time. - Pomum - Moves in a straight line and changes direction - Saltu - Frequently jumps - Gyrus - You must defeat the orbiting particles before this enemy can be damaged
Tools used: - GameMaker Studio 2 Desktop 2023.8.1.148 - game engine - Aseprite 1.2.40-x64 - sprite graphics - GarageBand - music - Bfxr 1.5.1 - sound effects - Notepad++ - text level data files - Filezilla - 3.64.0 - uploading files to web host - Git GUI 0.21 - pushing files to repository - OBS 29.0.0 - video recording - VLC 3.0.18 - extracting screenshots

Ratings
| Overall | 314th | 3.026⭐ | 21🧑⚖️ |
| Fun | 292th | 3⭐ | 20🧑⚖️ |
| Innovation | 331th | 2.639⭐ | 20🧑⚖️ |
| Theme | 353th | 2.079⭐ | 21🧑⚖️ |
| Graphics | 315th | 2.789⭐ | 21🧑⚖️ |
| Audio | 230th | 2.947⭐ | 21🧑⚖️ |
| Humor | 238th | 2.219⭐ | 18🧑⚖️ |
| Mood | 292th | 2.806⭐ | 20🧑⚖️ |
| Given | 21🗳️ | 12🗨️ |
Core mechanic is solid, I like it. I would have liked to see some levels with a mix of the enemy types? Not sure if there weren't any or if I just RNGed into not seeing them. I also think that from a balance perspective, the crystal enemies are disproportionately more costly to deal with. They're not more difficult but it takes a lot more time to clear all their orbs than to defeat the other enemies.
There might be some wonki-ness with the sword hitbox? I couldn't exactly tell but some stuff looked like it should have hit but then didn't.
I thought the enemy designs were nice and clearly differentiated, and the health scaling (which was kind of unclear to me at first) did a good job of making enemies more difficult to deal with. Also I liked the music, was chill.