I was the recipient for this game for the secret santa and I have to say this game hits all the points! It is a great game, thanks for all the effort that went into it. Funny thing, I was playing the game for a while and I was like "why does this game glitch...its not resource heavy" then I realized its a time element of the game! A+
I think that you should emphasize more that time stops when you aren't moving. I haven't noticed it until stage 3. I thought just mana didn't recover while standing still. I guess it's natural to try and keep moving or attacking while there are enemies on the screen, so I didn't have a chance to see it working.
I'm not the biggest fan of melee and magic attacks using the same resource. I would even reverse it, so that melee attacks (or kills) recover mana and magic attacks use it up. So that you have to balance between using the two.
Also I think you give the player too many items. I had to choose like 3 items before I even knew what exactly was I doing. I think even one, but stronger item per stage would be enough
You have valid points. I def could have done more in game to explain how certain mechanics work (such as the time mechanic), I opted to cut-scope in game and intend to add them here in the game description when I have time.
I tried to keep both melee and ranged attacks relevant and force players to make a decision on which type of attack to use, but also allow space for upgrades to change how certain runs will play, rather than a more deliberate/baked-in design. For example, there is actually an "epic" upgrade that recovers mp with melee hits, if you power up enough, every melee hit will full charge your mp meter.
Regarding less-but-more-powerful upgrades, I considered that type of approach. With more dev time (or more roguelite experience) I may have gone that direction.
Thanks! I wish I could have done a little more, some more room types, enemy variety, and upgrades would be nice, maybe a boss fight, but I'm happy to have something decent and playable to gift! Thanks for playing!
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The game is way too easy. You only take 10 damage per hit and can heal 180 per heal.
I'm playing on Mac with mouse and key board. Whats the start button? I can't seem to get past the start screen.
Enter or Space should work. If not, I'm not sure how to help, try a different browser?
just for clarity, as I enter Time Loop 7: is there a "win" condition, or is it an adventure-until-you-die kind of roguelike?
No win condition :)
Sorry that's unclear.
No worries! Roguelikes can go either way. :-) It's really nicely put together regardless, and a lot of fun.
Thanks! Glad you had some fun!
I was the recipient for this game for the secret santa and I have to say this game hits all the points! It is a great game, thanks for all the effort that went into it. Funny thing, I was playing the game for a while and I was like "why does this game glitch...its not resource heavy" then I realized its a time element of the game!
A+
Thanks for your response!
I had to go and watch 12 Monkeys to understand your letter! (great movie)
Glad you enjoyed your gift! ^_^
I think that you should emphasize more that time stops when you aren't moving. I haven't noticed it until stage 3. I thought just mana didn't recover while standing still. I guess it's natural to try and keep moving or attacking while there are enemies on the screen, so I didn't have a chance to see it working.
I'm not the biggest fan of melee and magic attacks using the same resource. I would even reverse it, so that melee attacks (or kills) recover mana and magic attacks use it up. So that you have to balance between using the two.
Also I think you give the player too many items. I had to choose like 3 items before I even knew what exactly was I doing. I think even one, but stronger item per stage would be enough
You have valid points. I def could have done more in game to explain how certain mechanics work (such as the time mechanic), I opted to cut-scope in game and intend to add them here in the game description when I have time.
I tried to keep both melee and ranged attacks relevant and force players to make a decision on which type of attack to use, but also allow space for upgrades to change how certain runs will play, rather than a more deliberate/baked-in design. For example, there is actually an "epic" upgrade that recovers mp with melee hits, if you power up enough, every melee hit will full charge your mp meter.
Regarding less-but-more-powerful upgrades, I considered that type of approach. With more dev time (or more roguelite experience) I may have gone that direction.
Thanks for your feedback!
I loved the visuals! I am not into rogue-anything myself, but I think, the game is fun!
Thanks! I'm also not really into rogues, a bit of Hades, Risk of Rain 2, and Downwell, but that's it lol Glad you had some fun!
very very cute! I love the cutscenes and the art style! incredible that you've made a roguelite in so little time!
Thanks! I wish I could have done a little more, some more room types, enemy variety, and upgrades would be nice, maybe a boss fight, but I'm happy to have something decent and playable to gift! Thanks for playing!