After collecting a mysterious relic, you find yourself cursed! A clock now counts down to your death. Make it to the end of each level to prolong your time and find a way to cure yourself.
Featuring over 30 levels and four different worlds!
You can select a world from Continue after clearing the game once.
Z/SPACE/UP - Jump
LEFT/RIGHT - Move
ENTER - Select
F4 - Fullscreen/Windowed
ESC - Quit
CODE/SFX/DESIGN - Metroid3D
DESIGN/TESTING - lukey2jedi
MUSIC - Lojical
ADDITIONAL TESTING: SuitedWolf, SpaceKitten, Commander Thomas
Made in 48 hours for the 27th GM48
Wow, there was a lot of content and different mechanics in this for a simple jam game. I like the different spins of the countdown mechanics like the time refreshing items and the platforms/spikes that appear/disappear with the time. It was definitely enjoyable to tackle all the different challenges throughout the game.
It's certainly very difficult though I suppose not necessarily a bad thing if the mechanics are fair (which these are). That said, I think the required precision could be toned down a little. The challenge is also a bit inconsistent. Some of the early levels were insanely precise while some later ones were pretty simple.
The presentation is overall very solid too. The highlight has to be the music which makes the game feel a lot more exciting. The other audio is effective too. The large pixel visuals works well and makes it clear what everything does. I don't like how the countdown block looks kinda blurry though.
Oh, and my score was 180.
I feel like the controls were a bit unresponsive/frustrating - maybe if it had some leeway for a jump a couple frames after you dropped off a platform or it disappeared on you, but otherwise MAN this is very very well done and great looking. Tons of levels and great level design ideas all around! Congrats, that's such a solid entry!Submitted
I like the overal feel and idea of the game, but it feels way too unfair. Some timings are insane and are way, way, way too precise and unforgiving. I stopped at the level with the spikes/platform with 3 at the beginning. I kept dying and it felt so dull that I eventually stopped because I couldn't find the right timing. Not the mention the lack of coyote frames (frames in which you can still jump after leaving a platform) that made it harder.
Aside that, the atmosphere is good and nice. I like how the mechanic itself is introduced!Submitted
Dunno if this is good but my final score was 175.
Pretty cool game, I didn't expect so much new little mechanics (and different musics for each world). That definitely kept me going, even if it was in some part pretty frustrating.
There are some levels where the obstacles feel a little unfair, like the ones where you need to jump right at the start of the level, which can be pretty hard since restarting is also the jump button (I liked that, but yeah, a little room to run before the jumps would have been nice).
I actually think there's an issue with level 1-8, because the last platform goes away almost instantly in some cases. I'm guessing that's because when you pick up a clock, it doesn't restart the current countdown, so if you get a clock as it was going to count down, it gets down 1 unit right away.
Apart from some jumps that felt a little too precise (especially when leaving a platform), my biggest issue in level design was the few levels where all the information wasn't clear (so, for example the invisible platforms, random warps you need to learn, and the few cases where you need to "guess" the timing for a reappearing platform).
Anyway, in most cases it's only little annoyances, the overall level design is pretty good, and some levels felt really nice to complete.Submitted
Enjoyed your game quite a bit (definitely the one game I played for the longest amount of time so far). I'm impressed you were able to make so many levels in just 48 hours.
Your graphics are definitely solid. Your sound effects are good, but they got a little repetitive as time went on. Can't complain about the controls or usage of theme at all.
I really liked the platforms that appear/disappear at certain times. It added an extra twist to the theme of the game, and made the strategy more thought-provoking.
One of the more irritating parts of the game was that I would die repeatedly in the same spot over and over and over again because I missed it by a couple pixels. Just some tiny adjustments here and there with platform locations would go a long way.
All in all, you've produced a very solid game, and you should be proud of it!Submitted