***PLEASE READ!***RECOMMENDATIONS FROM DEV!*** 

Hey everybody! The game is in a pretty rough state as I rushed to meet the deadline. I highly recommend using debug functions I left in this build to make your playthrough smoother. At the start I recommend pressing '3' a bunch of times to keep adding to your 'Kronos' count. Then wait for the shop to open once the countdown reaches halfway (Yes! there was a shop hidden in this game the whole time!) and buy a bunch of the speed upgrades. This makes this wart ridden build much more bearable. You can use the other debug functions too: pressing '1' adds 3 seconds to countdown, pressing '2' subtracts 3 seconds, pressing '3' adds 100 Kronos, and pressing '4' zooms out the map screen (but it wont reset until you move onto the next wave). There are 8 waves in total, although you will probably tell that after wave 4 was when the deadline crunch came into effect. The final wave is roughly the original idea I had in mind to end the game with, but it's still not too great. Anyways, thanks for reading this! And thanks for playing!

***END PLEASE READ SECTION***


Open source here: https://github.com/jonathandiazsavoy/gamedevjs2023

Game Controls:

- Movement: WASD or Arrow Keys

- Melee Attack: Space bar or Z or Left Click

- Pause Game: Enter or Esc

Game Logic:

Collect stop watches and defeat all enemies before the timer hits 60 seconds! While the timer is still ticking, it will act as the player's shield in place of health damage. 

When the time is up, all enemies will swarm in on the player! Green stop watches will give you more time and add to your score. Watch out for red stopwatches! 

Killing enemies and collecting stop watches will give you money to spend at the store. At 'Half time' the shop will open at the map center. When all enemies are killed, the portal to the next wave will appear at map center.

Credits:

Jonathan Diaz - Project lead, Game development, Game design

Ana Louise - UI/UX Design and Planning

Anping Chen - Music and Sound Effects

@deerkayla - Title art, Character sprites, and Background object art

***DEV Retrospective***

In its submission state, the game is around 80% complete.  That last 20% would have made a world of difference, but unfortunately I did not budget time correctly. The idea was to make 12 waves of gameplay to coincide with the 12 hours on an analogue clock, but had to cut it down to 8 in a rush to meet the deadline. There were also a bunch of other features that got left behind. There was supposed to be an mp system for charging up melee attacks and shooting out some ranged attack. There was also supposed to be a 1 slot inventory system, so that things like time grenades and potions could be picked up and used. Also, planned to implement at least 1 ranged attack enemy. Really, the scope of the game was too big, especially for this being my first game jam submission. This experience has given me a realty check on what I can deliver within a short time period.

Found issues:

  • Hitboxes sometimes misalign with animation frame - this needs alot of reworking due to sprite frame misalignments
  • When taking damage, player attack animation can become locked - to reset the sprite, one must attack in the same orientation to reset the visibility flag (animations are actually using multiple sprite sheets...)
  • Enemy pathfinding is broken - did not have time to set correct nav meshes (~1hr labor)
  • Restart wave does not work correctly - also easy to fix
  • Main menu overlays cannot be closed as expected - need to click outside the overlay for some reason
  • Countdown continues after killing all enemies
  • After wave 2, I forgot to copy the animation player for the wave intros, so the wave intro text will just be stuck at it's default location in the bottom right of screen
  • After final wave, game just freezes without correctly transitioning to completion screen


Comments

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Cool little game tho it glitches quite a bit, the hitboxes are quite wanky