Too Much Time [LD40] by prxmer
Too Much Time
Too much time is a time based simplistic shooter were the longer you stay in one level the slower time goes, can you make it to the end?
Art inspired by Superhot
The game was made in Unity 3D with these assets: * Text Mesh Pro * POLYA Font
| HTML5 (web) | https://prommergames.itch.io/too-much-time |
| Windows | https://prommergames.itch.io/too-much-time |
| Original URL | https://ldjam.com/events/ludum-dare/40/too-much-time |
Ratings
| Overall | 950th | 3⭐ | 21🧑⚖️ |
| Fun | 945th | 2.816⭐ | 21🧑⚖️ |
| Innovation | 676th | 3.053⭐ | 21🧑⚖️ |
| Theme | 691th | 3.289⭐ | 21🧑⚖️ |
| Graphics | 887th | 2.895⭐ | 21🧑⚖️ |
| Mood | 998th | 2.583⭐ | 20🧑⚖️ |
| Given | 4🗳️ | 0🗨️ |

I still had fun playing it, though! Great work!
* The game has its own universe
* Good level design, you played well with the level colors and structures
* It is good to introduce new mecanisms at each levels
* Original concept but does it fit exactly the theme ?
### How to improve :
* Maybe it is the time slow down algorythm or rendering that is in cause, but the game seems buggy - like it has only few FPS.
* When you are killed by ennemies, isn't the dead screen wrong "you had too much time"?
* Although I died, the button "next level" was visible
* Maybe add some texture to the walls / floor / characters
but, i've found one bug. on second level, firstly enemy killed me but i had shot before and my bullet killed enemy so i was dead but the level was completed so i was able to go on.
what's more, maybe add some shootin delay cause now you can spawn bullet with no limit.
also think of making game more smooth. i've feel like i've low fps and it wasn't truth :D maybe do some static movement factor for all mover things and reduce it with time?
check and rate my game also :D
https://ldjam.com/events/ludum-dare/40/drunken-soviet
With that aside, I downloaded the game, and had a fun time with it. It really does look a lot like Superhot, and the slowmo mechanic, paired with boosts, made for a very tactical experience. Some moments, like that level where the player spawns in front of like a dozen enemies made me feel like in some ham-packed action film. It was glorious.
The looks, though, ended up being a problem in levels like the maze one, where at times, it was hard to navigate when everything was of the same color. Some corridors were easy to miss, and others felt like invisible walls. It was very easy to also get killed by enemies that would shoot the moment they came into sight, giving little to no opportunity to dodge.
Regardless, for something done in 3 days, this is great. With some more polish like sound effects, music and Quality of Life additions, it could gain a lot of track. [In behalf of my team](twitter.com/whalesandgames), we hope to see more from you in the future. Kudos! :whale:
Good job though.
It was kind of hard to notice the slowing down of time and while I like the concept, I think there would need to be some other feedback on that this is happening. Camera effects maybe. Vignetting or changing field of view perhaps.
It didn't really feel like I got hit sometimes. Probably the collider for getting hurt was a bit too large.
It would have helped to have music for the mood, especially if that music slowed down as you played.