RogueTime by shared
A roguelite-style game using time as a danger and a currency.
Find the best balance between spending time to increase your power, and saving your time, and get the highscore on the leaderboard ! Your enemies will give you back time, but some time cannot be recovered. Check the itch.io to learn more !

| Link | https://shared.itch.io/ld50-roguetime |
| Link | https://shared.itch.io/ld50-roguetime |
| Link | https://shared.itch.io/ld50-roguetime |
| Original URL | https://ldjam.com/events/ludum-dare/50/roguetime |
Ratings
| Overall | 267th | 3.5⭐ | 22🧑⚖️ |
| Fun | 150th | 3.675⭐ | 22🧑⚖️ |
| Innovation | 319th | 3.275⭐ | 22🧑⚖️ |
| Theme | 421th | 3.375⭐ | 22🧑⚖️ |
| Graphics | 465th | 3.05⭐ | 22🧑⚖️ |
| Humor | 427th | 2.263⭐ | 21🧑⚖️ |
| Mood | 477th | 2.842⭐ | 21🧑⚖️ |
| Given | 25🗳️ | 10🗨️ |
I found that I could cheese most of those big knights ... which was necessary, as they absolutely decimate you whenever you do get caught. I had a decently easy time once I found (more) health regen, from that moment on I could just only take the good upgrades.
I found myself desperately trying to fire a laser to those jumping blobs, while time was running out ...
It's not as good as "Dimensional Shift" ( @shared 's previous entry ), which had set the bar extremely high! (those who haven't played it, go play it NOW :D https://ldjam.com/events/ludum-dare/49/dimensional-shift )
Controls were a little confused, not sure there was a reason for mouse, would have preferred all keyboard. Maybe you intended to have aiming but didn't have time to implement? Though only attacking straight forward felt interesting given all the jumping.
Here's a real nitpick: I like the option of avoiding enemies in roguelikes, it would have been cool to not need to defeat all of them for a level, maybe pick your poison?
Bottom line: I think this has a lot of potential for future development, especially if you want to develop more content, loot, maybe ways to increase the time left. Really solid base.

Silly me thought "oh, it has a 5 minute timer, I can't be on this too long". I definitely spent like 20 minutes+ playing. Thanks for a fun one!
Edit: Maybe it was 27000 - I did eventually beat this guy and another world or two. I just noticed my score in this was already 19000 :sweat_smile:
I'm always a fan of systems that allow the user to select different abilities at a cost. It's a classic element of rouge-likes and I'm happy to see you use them here. Speaking of rouge-likes, I'm assuming you're using procedural generation for your levels, but despite that, the levels felt very similar. Maybe some more variety in your proc gen algorithm would help the levels feel like they have more variety, although just getting an algorithm that produces traversable levels without any major issues is impressive in the context of a jam! Kudos!
The last thing I'll mention is that I didn't really understand what sort of theme you were going for. There's knights and blobs, and your character is holding a bow which feels all classical fantasy. But the character also has tank treads and fires some kind of laser weapon. It was an interesting mix, but it didn't feel cohesive throughout the whole game. For example, the enemies should have had some sort of futuristic element to them if you were purposely going for medieval/futuristic hybrid. As it is it feels a little random. But maybe I'm just not getting it.
Overall great work, and as others on here have said, it's a great starting point that you could build something really interesting on top of. Congratulations!
The controls were worked on kinda fast because of the amount of content I had to do, though i have never seen the glitch @the3rdhunter is talking about.
The knights being cheesable is mostly by design, though them not turning around if you're too close was put in as a failsafe to avoid the player getting jammed into the shield hitbox, I left it in as is to let players have an option in tighter areas.
@jovialknoll @the3rdhunter
The proc-gen didn't end up having enough premade rooms IMO, you can go through the exact same level twice in a run, but time was too short for me to add more during the compo.
I do plan on making an update with another day's work. Adding the secondary attacks and the 2 extra weapons that the game was supposed to have, adding at least twice as many rooms, more decorations, fixing a couple issues, and maybe a new enemy.
@the3rdhunter as for the enemy/player theming cohesion, I know the robot player character feels out of place. It is no secret that I am not very good at drawing or animating, and the player sprite was one of the last things I added (the bow sprite is separate and was one of the first). It had treadmills because those are easy to animate and the rest was a robot to fit with the treadmills.
@cppchriscpp Part of said update, I want to avoid this from happening, slimes love those places too much.
@jovialknoll I considered something like not killing monsters being an option, but I find the idea hard to fit in the design, in a balanced way
Anyway, @remco @ace17 @cppchriscpp @sacredbacon @jovialknoll @useless-fish @the3rdhunter thank you very much for the compliments !!
And @ace17, sorry that you didn't like it as much as the previous entry, which was more oriented towards game design and better level design, taking an idea and expanding upon it. This one ended up being more content-oriented, my goal for it being to focus on the gameplay and content side.
Unfortunately, Godot opened the game in a very strangely-sized borderless window on my PC, and cut off all of the HUD info I see in the screenshots in itch. I could not see my time or health.
I cleared the level, but then there seemed to be nothing left to do. Sorry if I misunderstood the object. Was I supposed to do something to light each lamp to proceed? I wandered and waited, and restarted and retried a few times. But I couldn't figure out how to progress, or if I was even supposed to, sorry!
Critique-wise, if I could add one thing to the game it would be coyote time for the character's jump.
Some cool stuff going on in this game, I worry that I missed a bunch more, too!
I am sorry about your resolution issue, I will try making the game work with more resolutions. I will mention you again after I fix this.

My resolution is 1280x720
- missing soundtrack. In my opinion soundtracks are really important and can make a game a lot better.
- the sound effect which plays on kill is a little bit too "noisy"
- arrows sometimes ricocheted after killing enemies. I don't know if its intended. Maybe something to look into.
- you can hit enemies from the screen next to them. If they are already loaded maybe don't update damage.
- pausing would be nice
Other than that the platforming and collision felt really solid. I also like how you can buy upgrades with time. Great idea and nice take on the theme. Keep it up!
Overall though it feels perfectly scoped and manages to deliver on each of those aspects, which is impressive in so little time. Kudos!
@zimny11 Thank you ! I know about there not being enough enemies or levels, it's a planned thing for a post jam update ! I'll be honest time was tight in the 48 hours.
@prakkus Happy you liked it, honestly it was hard to deliver on what I wanted for this game, I had planned more weapons and even extra skills had the start, but I ran out of energy, having slept definitely not enough during the compo weekend. I'm most glad you like the game design though, I was really proud of my idea and I spent a good bit of time thinking it through. Thank you.
The main hook of the game, paying for abilities with your ticking clock, is particularly interesting! Some definitely were better than others, but for LD balance, it seemed like it was working perfectly fine, and I could definitely see it being expandable in a multitude of ways. Very good work!
It was incredibly satisfying to have one attack streak through multiple enemies at once, though.
I ran into what I think was a bug in which I couldn't damage a knight at all, and I thought maybe I had encountered something new, that I needed a new tool or weapon I hadn't found yet, but I couldn't figure out what to do, so I restarted.
I wish I had more feedback on the screen to let me know what upgrades I had equipped at any given time. It wasn't clear if I lost them between levels, but I assume I did.
Otherwise, I thought the sound effects were serviceable. The graphics were simple but easy to read. I liked the color scheme.
The game was supposed to have more attack options, 2 more weapons, and a secondary attack for each weapon. and for the feedback, I would have liked to implement a way to see your stats, something that will be here in the post jam update.
Thanks for your feedback.