BURROWED TIME by endesga
Welcome, TIM. You're a Temporal Imminent Mechina, and you're thrown into an endless cave.
YOU CHOOSE THE DIFFICULTY
The more time you give yourself, the harder the levels are. So beware!
You borrow time... and you're burrowed underground. Yeah, I know, it's hilarious ;)
This was completely made in the 48 Hours. I've had no sleep, and WOW am I tired. I made everything myself, even made the music in an hour!
Have fun! Let me know how far you go, and if you unlock the MOBIUSINFINITY Gun!

For those interested, I normally spend my time making a game called NYKRA!
Ratings
| Overall | 2th | 4.347⭐ | 90🧑⚖️ |
| Fun | 21th | 4.114⭐ | 90🧑⚖️ |
| Innovation | 54th | 3.881⭐ | 90🧑⚖️ |
| Theme | 58th | 4.153⭐ | 90🧑⚖️ |
| Graphics | 4th | 4.622⭐ | 92🧑⚖️ |
| Audio | 12th | 4.149⭐ | 89🧑⚖️ |
| Humor | 326th | 2.707⭐ | 84🧑⚖️ |
| Mood | 11th | 4.227⭐ | 88🧑⚖️ |
| Given | 4🗳️ | 2🗨️ |
Sorry! <3
Some minor criticisms:
- I found that the light mechanic didn't seem varied enough; enemy damage was the only deterrent that affected my decisions about how much time to take.
- It could just be that the previous weapon fit my play-style better, but going from getting 2-for-one kills in one shot to the peashooter with a messy low-damage spray felt like a downgrade.
- The skull dudes felt a tad too quick; it was pretty much impossible to dodge one if you were walking towards one it off-screen
- Dungeon generation occasionally created big empty boxes, which felt a bit out of place for the visual style
I felt a bit lost with the difficult/time selection wheel and the starting weapon being THAT weak kinda made me confused if the enemies are even able to die - after unlocking the triuzi I had a lot of fun with the game.
It's pretty enticing to make progression through unlocking more weapons.
Connecting time to difficulty modifier was a nice twist on the theme.
Also stellar graphics and good sound-design. Impressive work, especially as compo entry. Cheers!
I liked the gameplay, especially with the bloodbarrel gun. At first I thought it was too easy because I wasn't dying often enough, but then I realized there was a permadeath mechanic: contrary to what @PeculiarCarrot said, you don't have to re-buy guns you've already unlocked, unless you die, in which case you do lose all your guns and your chronopoints. Speaking of chronopoints: grinding to get all the guns took forever! I got especially frustrated by the expensive joke-gun which only pushed enemies around without dealing much damage. Maybe it requires a different play style, but because of permadeath, I only had a single shot at learning that new play style on the fly, and I didn't.
So, great gameplay and great production values, but the gimmick didn't click for me. The "least time" option is literally impossible, unless you're very lucky maybe, and because of the permadeath there really isn't much of an incentive to gamble and pick a shorter time than necessary. Similarly, the "show clock" button didn't do anything when I tried it, so I it never seemed worthwhile to spend my remaining time to continue exploring after finding the exit.
One suggestion: maybe "more light" should mean "more blue light collectible things which give a lot of chronopoints", so that grinding would take less time? It might even already be the case, I don't know, the amount I found varied so randomly between runs that I couldn't tell. Showing how many I found out of the total would have clarified that.
Also: the level number increased after each exit, but I didn't notice any effect. Were the dungeons supposed to get harder, or maybe bigger? If they were, and the goal was to get to level 20 or collect a total of 50 blue things or something, then the gun grinding would turn into interesting perks along the way instead of the main goal, and would probably turn from tedious to enjoyable.
The game mechanic of balancing between time and difficulty is interesting, although it doesn't really go as deep as I'd thought it would - as either extreme would render it pretty impossible, and a middle of the road choice would be somewhat optimal. Ended up just dodging the enemies as shooting them would waste more time, so the weapons seemed a bit frivolous, which went against the shooter style of the game. Skulls were just impossible to dodge at times making it seem like unfair difficulty.
The early levels could have really used a weak enemy to die in one or two shots from the pistol, because that thing feels completely useless. Not even worth firing it. Better to just keep your distance from enemies at first until you get a better gun.
It really is stunning how you were able to get this so polished in only 48hrs! Great, great work.
This is the game so far that felt the most like a finished product.
Feels and looks very professional. My only critique would be that I don't really understand the upgrade system fully, and that it is entirely random if you manage to find the exit in time or not...
Fun trade-off in the main mechanic too. Very well done overall!
This game has an absolutely amazing mood and overall is extremely well-polished — as one would expect from the developer of NYKRA :stuck_out_tongue_winking_eye:.
I found the heatmap mechanic very useful to make sure I don't revisit the same place multiple times, but I found it rather hard to navigate and find the exit. It might be nice if there were small clues when you are going in the right direction — which might also give more importance to having extra light.
Interesting how we ended up playing in very different styles! I agree that the "least time" option is impossible, but the "most time" option is fine, I spent my time actively pursuing and killing all the enemies I saw in order to farm chronopoints. And while those skulls are indeed pretty hard to dodge, I sometimes managed to be quick enough to kill them first using my trusty bloodbarrel, so it's not _that_ unfair!
The graphical quality is fantastic, everything fits really well together and while the weapons seem a little off compared to the rest it's close enough for the 5 for a 48hr comp entry. Particles are great, balance is great only thing missing is the ability to power up your favourite gun
Being honest though I wasn't a fan of the sound. It wasn't bad, in fact it was decent, especially for the time you had left after everything else was done. Issue is, it didn't give the right impression. Especially that little customer service bell sound you have on the clock.
Apart from that, maybe a half second more delay before a skull charges? It's a little too hard to dodge depending on what angle you approach it from.
GOOD WORK!
You did a great job with this time vs the difficulty, nice approach to the theme of this LD. Very well done!
the particle effects and the lighting system are really satisfying to look at, and the sounds fit perfectly!
Might be a little too hardcore, but it doesn't make it less fun!
Really solid job overall, those 48 hours didn't go to nothing. Personally i think it's better to work 40 and sleep 6-7, but i have to admire the steel determination needed to go for 48 straight hours!
Overall though this is a highly polished and beautifully crafted little game.