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  • Jackaroo
    Lv. 9

    This was a fun little shooter. The music and graphics were great and the gameplay was a lot of fun.

    However I do think the time was very lenient. I never found myself running low on time since it was so easy to regain it by killing enemies and defusing the bombs. I think perhaps instead of health it would've made more sense to have the enemies take time away from you with each hit. That would've made the timer feel a bit more threatening.

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  • singleshot
    Lv. 43

    An interesting little shooter, it's pretty fun, though I do have some issues with it.

    I’ll start with highlighting the things I like, the art style is well polished, and there's this manick energy oozing from the game. The movement speed and the aiming is pretty great. And the idea of bomb disposal with the die hard style approach is great.

    My main 3 issues with the game are this, the theme was basically none existence, the later larger maps where mazes without land marks and all looked the same, so it was hard to navigate them, and last the enemy AI was dumb as bricks.

    I feel like the theme would have worked much better, if you cut the health system, and just had damage cost you time. That way the theme gets reinforced, and gaining time from performing well means something.

    I feel like giving the player a mini map, or placing objects like tables, water coolers, filing cabinets, ect in key locations to act as landmarks would have made the last few levels much easier to navigate, and more enjoyable/ less stressful to explore while looking for the bombs.

    As for the AI, it could not see you if you were too far away, even if you shoot it, then wait it would just stand there having not noticed the bullet hole in its face. On top of that they would shoot at walls, even if they could not see you just because you were close to them? I feel like taking damage would trigger the attack state, and if an enemy sees a friend shooting at something near them then it should start looking for the player as well. Also maybe a line of sight check so they can’t see you through walls?

    Besides those 3 I did have fun with the game, maybe make the camera follow the mouse a little to help with aiming but I did think everything else was fine as it is.

    Pretty decent job and I look forward to your future games!

    Ruin Rush
    Submitted

    Ruin Rush

  • Veralos
    Lv. 38

    Cool game! The combat and movement feels really solid. The way killing enemies and defusing bombs gives time back is a neat idea. Unfortunately, this does end up making the time limit very lenient (it rarely went below 50 seconds). I know the the theme is "60" seconds, but a shorter time limit would have made the time aspect feel more impactful.

    The real difficulty ends up coming from the limited hit points. Beating the whole gave with only 5 is pretty tricky. A checkpoint at the start of each level would have nice. Even some way to heal would have alleviated the issue somewhat. Perhaps something like 3 hp per level instead of 5 hp for the whole game be a bit more a balanced?

    Regardless, the presentation is great. The pixel art for the characters and items looks good. I particularly liked the player character's design. The view kick when you fire the gun is also a nice touch. The music is fantastic and helps to make the game feel hectic and fast-paced even when the timer doesn't.

    Dreamscape
    Submitted

    Dreamscape

  • Kyle Landon
    Lv. 11

    Awesome little shoot-em-up! Controls were spot on and the time you took to add the level transitions really sells it. I found myself wishing I could play with a 2nd player!

    DISC DASH
    Submitted

    DISC DASH

  • Tydecon Games
    Patron

    A very smooth experience, a lot of fun disarming bombs and shooting the bad guys, well coded and easy to understand - I only wish there was more of it, I hope you continue to develop this further post-jam as it has a lot of potential :)

  • Ethan Wake
    Lv. 10

    I had a lot of fun with this one! The time refills may be a bit generous, but that didn't stop me from dying several times and trying again. I love the Die Hard feel. Nice job!

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  • Zen00
    Lv. 15

    A bit of a healing mechanic would have been nice I think. Once you figure out the NPC mechanics though, they're not too hard to avoid.

  • Allison J. James
    Patron

    This was really good fun! Responsive, intuitive controls, pretty fun gameplay - seemed fairly easy with how often the timer reset which isn't the worst problem but I almost feel like I could have got fairly far into the game in 60 seconds with no resets at all, or at least only reset while I'm in the lift 😅

    Good work! There's a lot of room for expansion here, too.

    Pachog Day
    Submitted

    Pachog Day

  • Quentin Van Deutekom
    Lv. 7

    The game looks and plays really well. My only complaints are that the 60 seconds doesn't ever feel like an urgency because of the large amount of time you get back, so I found myself playing it slow and ignoring the timer since the difficulty comes from the guards, not the timer, which is a shame since it makes it feel like it might as well not be there at all. Are the guards checking for distance? some were very forgiving and others couldnt wait to pull the trigger in my direction, so I ended up staying far away and taking pop shots since I had a lot of time to spare.

    Other than that though it's got very high levels of polish and really fun aesthetic! Way more good than bad here!

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  • Jupiter Hadley
    Lv. 13

    Really fun game! I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/e89Is-N0g-w

  • Chris
    Patron

    Really well done. I liked the player character, kind of reminded me of Duke Nukem which is a plus

    • NukGames
      Lv. 4
      NukGames Developer of BOOM in 60 Seconds

      3yrs ago

      Thank you for playing and for the feedback. That's a great coincidence, I aimed for John Mclaine (and then I added the goatee) haha

  • Anonymous
    Anonymous Avatar
    Anonymous

    3yrs ago
    • A very well polished shooter game
    • Reminds me a little bit of Relic Hunter
    • To me it wasn’t clear how to disarm the bomb at first. I was pressing E, Space, enter, walking over it, etc
    • I think if the bomb exploded when it was shot, it would add a bit of tact
    • I found it a little difficult to get in the elevator
    • The AI is a bit unpredictable, they either get you on their first shot or ignore you entirely. They also don’t help their friends and will only engage if you shoot them first
    • I wish it said how many bombs I diffused at the end
    • It’s easier to die from no health than to run out of time. Heath pickups would be nice (but then you’d never die!)
    • IMO it should be 60 seconds for each level and you don’t get any time back.
    • The level generation is nice but after a while it gets repetitive as it’s the same art each time.
    • I think it would also add tact if disarming took longer and you couldn’t shoot at the same time
    • Given the height of the walls I should be able to go a lot further down than the bottom allows me to
    • An arrow pointing to the elevator after the level is completed would be useful.
    • NukGames
      Lv. 4
      NukGames Developer of BOOM in 60 Seconds

      3yrs ago

      Hi, thanks for the extensive feedback, some great points.

      About the time extend, I agree was a wrong design decision, I believe if the enemies give only 1 second extra would be a better call.

  • Anonymous
    Anonymous Avatar
    Anonymous

    3yrs ago

    Seems like a well polished shooter game. The guards are a little confusing in terms of when they decide to shoot you, They'll either one shot you randomly or they'll completely ignore you. This makes it really easy to play which I like, but when you die it seems very obrupt, as there's no indication that they're about to shoot and have time to respond. Also I wish there were stats about the gameplay afterwards such as total amount of disarmed bombs, how many people killed and how many levels completed.

    • NukGames
      Lv. 4
      NukGames Developer of BOOM in 60 Seconds

      3yrs ago

      They shoot when looking direct at you, I believe when they are at 150px. About the final score, it's a great idea.

      Thanks for playing =)

  • 2102
    Patron

    Solid game, and great art.

    Sixio
    Submitted

    Sixio

  • thinker227
    Lv. 7

    A fun and surprisingly difficult game. My only critique is that the time limit is never really a concern as you continuously get more time. Also, I love the "secret agent" aesthetic.

    • NukGames
      Lv. 4
      NukGames Developer of BOOM in 60 Seconds

      3yrs ago

      Hey, thanks for playing. Yes, the time increase when killing an enemy was a latter decision for the game, because it was too hard to find the bombs on latter levels. But now I think I should have set to 1 extra second per enemy and not 3. =(