Timebound by zSharpFire
Delay the inevitable

A Top Down Shooter with a fast pacing and a timer that quickly runs out! How do you reset it? By killing enemies and picking up lootboxes, which will also give you a random new weapon!
Currently, there are 4 Types of enemies and 5 different weapons!
Enemies: - Default Unit: The most basic one, with low hp, low damage and low speed. - Tank: A high hp slow and strong leviathan. - Assassin:An incredibly fast, low hp and high damage unit: kill them quickly or they will eliminate you in a second! - Sniper: A patient, slow but deadly killer which will shoot at you from an high range
Weapons: - Machine Gun: Starting weapon, high firing rate, low damage and medium projectile speed. - Pistol: The good ol' glock. - Assault Rifle: An all rounded gun with medium stats. - Sniper: A insta-kill slow but incredibly precise weapon. - Bazooka: A weapon of mass destruction with a low firing rate.
What are you waiting for? Give it a try! If you have any suggestions, don't forget to write a comment down here!
Once you clear a room, you're supposed to go in one of the 4 lateral exits and proceed to the new one
The game can be played in the WebGL build but it's laggy, i recommend you download it and play it on your PC
Please once you have played write a feedback down below, it takes 2 minutes and helps me improve the game
| Link | https://zsharpfire.itch.io/timebound |
| Click the download button below the WebGL game | https://zsharpfire.itch.io/timebound |
| Original URL | https://ldjam.com/events/ludum-dare/50/timebound |
Ratings
| Overall | 988th | 3.292⭐ | 38🧑⚖️ |
| Fun | 569th | 3.486⭐ | 38🧑⚖️ |
| Innovation | 1268th | 2.569⭐ | 38🧑⚖️ |
| Theme | 985th | 3.389⭐ | 38🧑⚖️ |
| Graphics | 1114th | 2.972⭐ | 38🧑⚖️ |
| Audio | 722th | 3.083⭐ | 38🧑⚖️ |
| Mood | 1004th | 3.176⭐ | 36🧑⚖️ |
| Given | 28🗳️ | 53🗨️ |
I can't really make a direct update so i just wrote it on the game's page
The minimalist graphics are awesome. You should add some super bass heavy 90s techno in as background music, would compliment it really well.
Some of the weapons as harder to use than other (sniper rifle requires a high degree of accuracy, and the bazooka requires you to place shots really well) - but I suspect that's me being bad at playing video games 🤣
The weapon thing was intended, i tried to give the player some really easy to use weapons ( such as the assault rifle and the machine gun ) and some harder ones with a low firing rate, requiring you to think really quickly at where to shot; but yeah, maybe the difference in difficulty is a bit extreme, definetly going to fix that in the **Post jam update** that i'm absolutely going to release!
I see you added a lot of effects but with the rapid movement of the game and the screenshake, you can't see what icon the enemies have on them so you can't really see who is who. You culd at least change their shape or color. For the different enemies like the different weapons, I can see some differences but not that much, it can be tied to the fact that all the bullets have the same color. It's confusing.
Also it always spawns kill, you should add some safe time at the beginning. I would calm down on the shaking too, maybe only when you take damage.
I honestly didn't think about changing the bullet models/colors/trails or something to distinguish the enemies and weapons, that would have been a great idea, i'm probably going to add it in the updated post jam version, which is coming soon.
Yeah i figured out the spawn kill, fix's coming in the updated version
Jesus f**king christ that's a lot of points
I only died because my finger tired of holding the right arrow.
Neat game - it scare the crap out of me when I first started. Sensory overload.
The aesthetics/graphics work and I like the subtle post processing going on. The sound gets a bit repetitive, but that doesn't hurt the gameplay. Well done!
At first I was like.. AHHH.. WAY TO HARD!!
But then I adapted and as soon as I defeated every enemy I was so proud, lol.
Just very mean I have to die then :( but that's the theme of the jam, I suppose ;)
Visually it was very clear, but I feel like it would have been even better if you would tone down the glow on the walls (which is a post processing bloom if I'm correct?
So either remove the bloom altogether or make the white of the walls more transparent or else put them on another UI camera set to overlay and remove post processing on there
(The answer in this thread under the "best answer" ironically describes it the best https://answers.unity.com/questions/1307441/stop-post-processing-effects-on-ui.html )
A good entry! congrats!
@conduit-games Thank you for your feedback! Yeah I saw that problem a lot, I'm going to make sure that doesn't happen in my next games
@darriasart Thank you for your feedback!
@angiemon Thank you for your feedback! Yeah right now everything is very unclear and you kinda have to guess things, going to patch that soon in the post jam version!
@locke8 Thank you for your feedback!
I really like the mechanic of switching to random weapons from the loot boxes, but it's not actually necessary, as killing enemies also gives you HP, and moving to another room just resets the weapon to the best one. I think keeping the room closed until all enemies are dead, maybe only giving back HP from loot boxes, and keeping the same weapon while switching rooms could improve the gameplay loop.
The enemy bullets are really hard to spot. They're the same color as the player's bullets and the hit effects that fly everywhere. The amount of screen shake also makes them hard to spot.
Overall, it's a really good concept and quite fun to play. It definitely has potential and just needs some polish.
@debone Thank you for your feedback! Yeah, as @eyedromeda mentioned doors should close once you enter a new room. Fixing it soon!
@eyedromeda Thank you for your feedback! I think by HP you mean the timer; I wanted to let the player keep the weapon, but I had some troubles with the [PlayerPref](https://docs.unity3d.com/ScriptReference/PlayerPrefs.html) class and couldn't figure out a way to fix the bugs before the deadline. I managed to fix it now so, in the new patch ( more updates about that on the post i'm going to make soon ), you're going to be able to keep the weapon!
>The enemy bullets are really hard to spot. They’re the same color as the player’s bullets and the hit effects that fly everywhere. The amount of screen shake also makes them hard to spot.
Yeah I've read a lot of things like that, the game is very unclear and needs polishing.
As I mentioned a lot of times in my comments, a **new patch** is coming out, and is scheduled for release **this week**!
Here's a quick list of all the things that are going to change
- **Clearance**: A lot of you said the game isn't clear enough: in this patch, **screen shake** will be toned down a lot and the **enemies will get distinct features** that make them distinguishable ( I wrote that first try wow )
- **Lootboxes**: The lootbox system will get a big **overhaul**, that will divide them in 2 distinct collectables: **Lucky boxes** and **Coins**! The first ones will either give you a random weapon or a random buff, such as **bonus** speed, health, time and more! Coins will instead just pump your score up and give you a little extra time!
- **Rooms**: Right now you can just kind of run to the sides, become immortal and achieve inhuman scores: now the rooms will **lock** until all enemies in the area are **defeated**
- **Tutorial**: This time i will put the player through a series of easy challenges to teach them the basic of the game: no more walls of text that you must read, I promise!
- **Gameplay**: right now, the gameplay consists in an infinite loop of killing braindead red triangles in the same square room; Enemy stats are going to get tweaked a little, room generation system will get a small rework and ( either in this patch or in another one ) **Bosses** will get added! I'm thinking of a **bullet hell** type of bossfight, so look out for that!
Changes are coming in quickly, so if you would like a balance change or a new gameplay feature/mechanic be sure to write it somewhere!
Until next time
The art is very simple, but things are visually clear at least. The music got a little repetitive after a while.
Overall fun to play for a while, but I wish there was a bit more of a ramp up of escalation.
I fixed everything expect the music, i'm incredibly bad at making music and i still have to learn.
@gullyngames Thank you for your feedback! I also got that feedback a lot, i'm going to add a pitch randomizer to make the sound less repetitive
@sammot Thank you for your feedback! Idk if some weird bug happened to your game but when i play, the hp bar always works fine; Remember that the big white bar is not the hp bar, it's only a timer!
In all, a solid entry! Keep on improving it!
**ETA:** A few suggestions I would make to improve this game would be to add health bars to the enemies, and change the font and position of the HP text on the bottom-right.