Death In Time by Yorsh

Death is never late. As the reaper itself, you are charged to harvest the souls of some villagers. Be carefull, you shall not come too early, nor too late.
Controls
- WASD to move or Left stick on Controller
- Space to jump (hold to jump highter) / A
- Get near a villager to kill it automatically.
Scoring
- You get better score by killing a villager when its time has come, when its progress bar is full and the skull icon lighten up.
- If you don't kill them in time, their progress bar depletes. When it reaches 0 the villager dies anyway granting 0 point.

| Link | https://github.com/AntoineCollot/LD52Harvest |
| Link | https://yorsh.itch.io/death-in-time |
| Link | https://yorsh.itch.io/death-in-time |
| Original URL | https://ldjam.com/events/ludum-dare/52/death-in-time |
Ratings
| Overall | 69th | 3.813⭐ | 42🧑⚖️ |
| Fun | 138th | 3.475⭐ | 42🧑⚖️ |
| Innovation | 88th | 3.625⭐ | 42🧑⚖️ |
| Theme | 99th | 3.938⭐ | 42🧑⚖️ |
| Graphics | 11th | 4.425⭐ | 42🧑⚖️ |
| Audio | 83th | 3.6⭐ | 42🧑⚖️ |
| Mood | 100th | 3.638⭐ | 42🧑⚖️ |
| Given | 44🗳️ | 68🗨️ |
The only thing is that I would like an attack button instead of automatically attacking. :smile:
I liked the chase, especially because your character seemed kinda slow.
more challenge to add to that thrill-of-the-chase to make it more fun.
it can be hard to see where you are going.
@brandann Yup I also wanted a little more of chasing, but it was hard and very time consumming to try different values of speed, terrain size, number of villagers etc. to get the it just like I wanted. I ended fairly happy with the current settings so I went with it, but that sure would be something to work on. Glad you like the art, thanks for playing !
Chasing down someone who was on the verge of dying was something else. A couple times I was able to nab em, a few other times they keeled over before my very eyes. I'd like to think reaper's boss wouldn't be too pleased at that. Would love to see a scythe you can use to "pull in" victims for those cases!
@pincushion @jcg Thanks for playing, glad you liked it !
It may miss a mean to see the lifetime of villagers from far away, as you can't know in which order you need to kill them when starting a level for the first time
@muriel Thanks, I'm glad you liked it !
Congrats for the jam!
The gameplay is the only thing which drags it a bit down. I think it would have been better to display the time-bar of the villagers always, not only when you're close to them. Currently you need to play the level a few times and remember the best route which is a bit of a drag. But this is just a minor nitpick. I would have loved to play more levels.
Good job! Keep it up!
@cogcomp I actually just published on Steam a rework of a game I made in a jam a few years ago, so that might happen at some point ahah. I'm glad you liked it !
I was frustrated that I couldn't see the life bar of villagers who were further away, and it felt slow while I was waiting for the life bars to fill. Maybe add something to do in the meantime? Or maybe I should've been using that time to scout out the villagers and determine the best order for killing. Not sure the intent :slight_smile:
Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/qbBq_nBKk5k?t=22453
Really nice puzzle mechanic, looking forward to more levels if you continue with it!
I would better see the player moving a little bit faster. Also it could be nice to either make the NPC bars move quicker or maybe have some ability (e.g. scare them) to move them towards the optimal point. I guess that it would be difficult to balance those maybe (especially in the context of a game jam).
Great work!
Very nice visuals, models are nice and soft and squishy, and clean. I liked the Captain Toad "style" levels.
Congrats!