30 Seconds to Die by Kharath

30 Seconds to Die is a top-down space shooter where you're trapped in a time loop. This game was created for LD47 using the Theme "Stuck in a Loop".
You have 30 seconds to destroy the space station generating the temporal loop that keeps you trapped but with your tiny ship it seems impossible. You have to play with time clones of yourself to try and defeat the seemingly unstoppable enemy!
Best played with a controller but can also be played with the arrow keys and space to fire.
Design/Programming/Art/Sound - Neil Fortune
Bug Fixes
Fixed bug where you seem to run out of bullets
Corrected background colour on logo screens
| Youtube | https://nelsoft.itch.io/30-seconds-to-die |
| Original URL | https://ldjam.com/events/ludum-dare/47/30-seconds-to-die |
Ratings
| Overall | 988th | 3.37⭐ | 29🧑⚖️ |
| Fun | 629th | 3.481⭐ | 29🧑⚖️ |
| Innovation | 499th | 3.611⭐ | 29🧑⚖️ |
| Theme | 388th | 3.963⭐ | 29🧑⚖️ |
| Graphics | 1336th | 2.87⭐ | 29🧑⚖️ |
| Audio | 912th | 2.904⭐ | 28🧑⚖️ |
| Given | 17🗳️ | 30🗨️ |
The sound effects was nice
If the controls were a little easier it would be nice. (with keyboard)
I dont have a controller at hand, so I cant try it out like that, but from what I have seen, it is a nice and challenging game for sure! Nice work on the sounds as well
- I liked the main menu and the transition between menus.
- I liked the mechanics of the game.
- I liked the gameplay of the game.
- I didn't like aiming with the arrow keys. It is not accurate.
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- Instructions's text is a bit hard to read.
- Display current ammo, because when I run out of ammo, I can't know that.
- Spalsh screen's background colour, change the colour of it to your logo's background colour. [1]
Endnote screenshots:
[1]

A small thing to improve: Adding a background texture with a few small stars would help give some context instead of just black which makes it hard to judge speed if nothing else is around.
Overall quite good as the flying mechanic is engaging and there is a good sense of reasonable progression towards the goal.
But what is preventing me from just holding W and SPACE until I eventually win? I did this and won after 30 deaths without any effort and then the end screen just skipped because I spammed inputs.
Also the SFX get really loud overlapping after 30 deaths lol
But also the concept was lit......Getting killed by own bullet is just amazing...
This is a competent and very confident game that knows exactly what it does, which is something I always have respect for. I didn't like the echoing bullet soundeffects too much after a while, but I wouldn't be able to come up with a solution myself other than muting all ghosts - which would be a bit detrimental for the immersion factor, I'd guess.
Cool game, all in all!
· I would place the camera a little further. I kinda ended up playing with the enemy outside of the screen to avoid being permaoneshot and I think it's nice to have the other actor in camera too.
· I agree with @jarvisp99 the game would be more fun with aiming. (At least as is now).
· I also agree that some white spots small and medium here and there, even better if two layers of them with alpha, would ad a lot to the mood.
Gz on a nice execution of the loop mechanic!!
The ending screen should wait a couple of seconds before disappearing, because I was hitting space like a maniac and didn't see it xD.
Great game!
@kp-gamedev- Thanks for the comments :) Sorry you didn't feel the theme. I tried to put some explanation on the jam page and the itch page. Also, did you read the in game Instructions? In hindsight, I really should have put them on the main menu where everyone would see them rather than hiding them in a menu option.
@robin-psaila - Glad you had fun and enjoyed trying different strategies :) That's what I wanted out of the idea but I didn't manage to develop as fully as I'd like. 27 deaths is good going! My best is 7 but the average of people I've spoken to seems to be closer to the 35-45 area. I've even have someone report 93 which amazes me! I'd have given up before then :)
@jonas-michael - Yeah, what can I say. I wish I'd had the time to rework the controls for keyboard. That's why I added the comment about being best with the controller to the itch page. Glad you liked the sound!
@croxel-studios - Awesome to get feedback about the controller input! The sounds thing is probably the positional sound. I enabled 3D sound so distant sounds were fainter automatically but that probably means sounds on one side only come through one ear. I'll check it out with headphones and see.
@ms-annotation-x - Thanks for the detailed feedback :) Glad you enjoyed the game! I was pleased with the idea when I found myself being dragged back in to beat my own highscore so it's nice to hear other people finding it addictive.
I had to squeeze the instructions text down to fit it in in time. I was adding all that in on the last day and compromised on that to avoid coding up multiple instructions pages :(
I looked into the ammo thing and it's actually a bug, I tried using a pool for the bullets for the first time in this project and there are only 300 bullets in the pool. I just underestimated how many replays people would go through. I'll probably tweak the number up to around 1000 (or make it expand the pool when it runs out).
That splash screen is something I used in my last jam and had the same problem. I forgot to fix it! Thanks for the reminder :)
A background text was something I wanted to add but ran out of time. I had something in at the start but it was way too busy and didn't fit the aesthetic of graphic so I pulled it out at the last minute. I'll probably create something simple with a bit of parallax post jam. I might give the powerups a bit more of a push out too. They're intended to be a risk/reward thing.
@tosmaster - Glad you enjoyed the chaos :laughing: Yeah, in it's current form you can just put forward and hold space to win. You can just win more quickly by staying alive longer and collecting powerups :laughing:
Seriously though, I had intended to do more than having a static space station with some basic progression. That would have made just driving forward and shooting more tricky.
@jarvisp99 - Yeah, controls aren't great on the keyboard. I could have gone for mouse control but that wouldn't have fitted the small space ship idea and it probably would have made the game too easy. Really glad you liked the concept!
@trexxak - Awesome you liked the game! Yeah, I struggled to come up with the right balance with the sound and graphics for the "time clones" not sure what I ended up with is right.
@manusaiz - Thanks for the great feedback! I had to drop the background I had because it didn't fit and didn't get time to put something suitable back in. I'll look at improving the controls and camera post jam. I definitely take the point about the camera being too close, I played with it a bit but couldn't get the enemy on screen without making it too hard to avoid bullets or making everything very small.
@dumbdumb - Thanks for the feedback and thanks for playing :smile:
@eduardo-yukio - Glad you enjoyed playing and liked the clone mechanic :smile: The homing missiles were a late addition to add more variety but I think they worked out well! I was hoping to use them with the player ship too by adding a missile powerup and a triple shot powerup but I ran out of time :timer:
It's interesting that you found the controls weird. I suppose people are more used to twin stick shooters these days but they definitely aren't right as they are. Particularly on keyboard. No idea why pressing multiple keys wasn't working. I've seen that type of issue with wireless keyboards before but I'll check out the control logic too, there certainly could be a bug!
@kotovnav - I'm definitely getting the message the keyboard controls need work :laughing: Thanks for the feedback! Hope you gave me high marks :stuck_out_tongue_winking_eye:
I love your games I would have loved an epic music added to your sound :smirk:
Well done!