In Time Wizard, you as a young Wizard, found a Dungeon that may have something interesting inside, but as you enter it you get cursed by the evil Time Wizard!
You only have 7.5 minutes before the curse will end your journey and to top it all off, everything you do will cost you time!
Will you be able to defeat the Time Wizard?
There's only one way to find out!
WASD - Moving
E - Interact
Space - Doge Roll
Mouse - Shooting and aiming
Fullscreen - Walk to the top right corner
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Really nice art and the game is well put together. Music was a little too soft but not bad, the game controlled fine. I was a little annoyed at how small the window was at first, but figured out you can changed to fullscreen at the top of the intro room ha.
Issues I had would be that there is no real reason to fight any enemies, and it tends to be best to just rush past everything. I think enemies move a little too fast, which also makes me just want to avoid them in general.
Overall though, Good job! the presentation was great and it felt polished in many ways.Submitted
Great pixel art!
I wonder if this concept would work better if there were safe rooms that recharged your time but reset the enemies so you would have to plan out how to get to the next safe room, but didn't need to rush past everything.Submitted
3, 2, 1... Evolve!
Enemies seem to "damage" you from too far, making it too difficult and forcing you to rush to the boss first :/Submitted
Please, Move To The Circle
Thanks for your Feedback :D
Yeah, the balancing is far off, we kinda focused too much on polishing visuals and controls, and kinda rushed the level design.
It's our first GameJam, so we screwed up our time management.
I hope we can do better in the next one :)
Challenging game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/WM7q7yEUpUY
Neat concept. The idea of a time limit is nothing new but having the time limit also function as a health bar and a resource meter is pretty interesting. That said, I think the balance is a bit off. Fighting enemies drains so much time that it feels like the optimal strategy is just to memorise where the time wizard is then just rush straight there and ignore most of the enemies.
In terms of the actual movement and fighting mechanics, they all work pretty well. The shooting looks and feels fairly good. Walking around feels natural and the roll dodge is neat. However, it would be better to roll in the direction you're walking (rather than towards the cursor) so you don't roll towards the enemies you're shooting.
The presentation is very well done, probably the best part of the game. The characters and the environment both look very nice and there are some neat lighting effects. The sound design feels very polished too, though it feels a bit weird how the music remains so calm while fighting the time wizard.
Thank you for your Feedback :D
Yeah, the balancing is really broken, it would have worked if we could do anything we wanted to do, but it's our first GameJam so we totally screwed up our time management.
Same for the roll, we kinda just wanted the game to work and have an ending.
Next time we will hopefully do a better job in our time organization.
About he music/sound, we're kinda suprised that this many people liked the music/sound, because it was something we kinda rushed xD.
It's also the reason why the music doesn't change if you're fighting the boss.
Super cool idea, and nice art as well. The sound is good but way too quiet.
Gameplay was super difficult?? Everything ticking down the time makes sense, but the game balance was way off. If I rush a group of enemies, they end up taking me out just from touching me too much. If I try to pick at them one by one, I lose all of my time doing that. The only options is more or less to just run past everything.
I would've liked the dodge roll to be in the direction I'm moving, not the direction my mouse is pointing. If I'm kiting a group of enemies around while shooting at them, I don't want to roll right into the enemies, I want to roll away from them.
You should definitely enable the Alt+Enter fullscreen option, even if your game has a fancy in-game thing for toggling it.Submitted
Thank you for your Feedback :D
Yep, we really screwed up the balancing, we didn't organize our time properly and couldn't do all the stuff we wanted to do.
The dodge roll thing is probably something we would have realized, if we tested the game better.
It's our first GameJam, so I hope we can organize ourselfs better in the next one ^^
I LOVE the art in this game. Its just really well done. The gameplay also fundamentally feels good. The concept is interesting, but I think is fundamentally flawed. You see, taking damage from enemies takes away time. And killing enemies (shooting) takes time. And because all of that takes time anyways, the only viable option is to run. So I just beat the game by running straight to the boss while aggroing the least number of enemies. Also, because the blue areas are so small, it feels like baiting enemies into them are a sure way to get hit. Anyways, great game, slightly flawed concept, but very well executed. Also, the music and sounds are good.Submitted
Thanks for your feedback :D
We wanted to do more with the game so that fighting enemy would make more sense, but we ran into time issues due to our bad organization with the time we had, so we had to cut it down to it's current state.
It's out first GameJam, so we will do a better job with time management next time (hopefully xD).
I found the fullscreen "menu" pretty cool, but sadly couldn't use it, since there's apparently a bug with GMS2 and high refresh rate display (I gif'd it: https://gfycat.com/BowedAgileFly). I won't blame you for not using delta time during a game jam, but yeah the base resolution is too small and my mouse got out a few time, loosing me focus of the game. (Edit: I'm guessing this has something to do with Gsync stuff too? But I've seen people having this bug even with gsync deactivated)
The visuals and sound are really good, but there are some issues:
First, the dodgeroll is really weird, since enemies are fast, you usually wand to use it to help you evade while shooting, but since it aims at your mouse, you tend to roll into enemies at first..
The time mechanic was a nice idea, but it doesn't really fit in the game as it is. I guess that's why you added "safe" zones, but even single tiles aren't enough since you can't kill monsters fast enough before they get to you. So after spending some time getting aggro to the safe room and running in circle while shooting, I realized I should just explore while avoiding monsters. In the end, the only time where you should really shoot is against the boss (which was pretty cool).
I mean, it all comes down to balancing problems, so in a game jam that's pretty good, but it's a shame it kinda goes against the idea of the game :(Submitted
Thanks for your Feedback :D
That fullscreen bug is really wierd, I thought that was a problem with my system since on my friends machine it runned at normal speed (He also has a high refresh rate display).
We wanted to do much more with the game, like adding an item you can find and solve puzzles, but at the end we ran out of time.
The balancing is really bad, we didn't put enough time in it.
It's our first GameJam, next time we will organize time better (hopefully xD).
Very Cool Concept! This is probably the only game I am going to give a really high score on innovation and theme.
I think would be nice to fix... since he is a time wizard.. maybe his spells stop the enemies too? You would spend the same amount of time except the enemies are frozen long enough you can get away? I think that would have sailed it home for me.
There really isn't anything more I could say - great job and thank you for your game!Submitted
I thought the look and feel of the game was right on target but dang those enemies have a lot of hp. great sound and everything and the concept of damage=time is cool. Personally I would either make the player's projectile do more damage or give the enemies less hp.Submitted
Rocket Launch Quest
Thank you for your Feedback :D
We kinda had time problems and didn't had enough time to really playtest the game.
It's out first GameJam so we didn't exactly know how to organize the time we had.
But I'm happy that you still enjoyed some aspects of our game :D
The music and sound is lovely, it really helped immerse me into the game and set a lovely atmosphere.
The concept of the time being used up with everything you do was an awesome feature and very unique while also suiting the theme really well
My only complaints are
- The game's resoloution feels too small ( which is less your fault and more personal preference )
- The movement of your character is much slower than the enemies
Despite those two niche complaints I adored the game and hope that you do well!Submitted