While exploring the sewers beneath London, you come across an antique pocket watch. Upon picking it up, you are pulled into a cursed chamber and your life is tied to the time remaining on the watch.
adversaries arrive and you must kill them to steal their time.
For every enemy you end, you are given more time to live
- WASD -- Move
- Mouse -- Aim/Shoot
- 'R' -- Restart level
- Esc -- End Game
You must be logged in to leave feedbackLog in Register an account
Interesting game! I included it in my GM48: Countdown compilation video series, if you’d like to take a look. :) https://youtu.be/XYwEvzCa2b4
- Not much else to do aside shooting and all
- Spawns might be too random, they can spawn too close from you
Design-wise, I wish we would get a bit more to understand the world you created. Who are you? What are you exactly shooting? Hunters and Hunting Hounds seem to be the theme, so what are you to them? I feel like it's a bit arbitrary and I would have liked to see what the player was using to shoot. Is it magic? is he just materializing sparks? Why are the hunters pursuing him? Though I guess time restraints and such :pSubmitted
Please, Move To The Circle
Interesting game Dumpster Fire team! (love the profile picture btw lol) If you'd like to see our reactions, and rating feel free to check out our play through video. You're game is about 0:38:09 in. https://youtu.be/pQicLfNroyISubmitted
Was sort of fun but all shooters are somewhat. Story could use something more like how does the character know the time on the watch is now linked to their remaining life. Also why are the adversaries after you and how would the protagonist know killing others gives them more time. Should probably stop creating more adversaries when the time runs out, and spawning them in randomly showing up out of nowhere can feel odd (spawning them outside the view or have certain locations they come out from can help with that). Thinking more on the origins of the objects and characters can help fill the game out more, does the watch only work if you're inside the chamber? Over scoping happens a lot to me as well but it feels good when you get something at least playable. Good job ;DSubmitted
Thanks for the feedback! Scope is my biggest weakness when it comes to these things (and just in general too) but I'll get better eventually haha. That bit of advice on the origins of the setting will definitely find use for my production in the future!
I am glad my team was able get something somewhat playable finished, especially with how little experience we all share.
The game works! Feels like the difficulty is well balanced and the style of the enemies was great.
But some progression could help to keep the player engaged. More weapons or something like this.
Got a bug, where some dogs where spawning outside of the room (left bottom side).Submitted
Letters in SPACE
Thanks for the feedback!
Glad to hear what we were able to finish worked for the most part haha. A concept I would have loved to put in was a secondary charge shot weapon that the player recharges by getting kills, but it ended up being way out of scope for making a 48 hour game with my skill set
This game is boring. And I mean it. Sooting the same enemies over and over again isnt really fun.Submitted
A Week in Haybrook Town
Thanks for the feedback. We were planning on creating a lot more depth with the few mechanics we had, but after all was said and done this was more of an exercise to introduce my younger siblings to game design and allow them to test the waters.
Hopefully next time we will be able to put something more interesting together, and I am hopeful after seeing how much these kids were able to learn in just 48 hours.