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A jam submission

Back In TimeView game page

Enjoy, Time, Rewind, Scientist, Control.
Submitted by infinitemaster — 2 hours, 55 minutes before the deadline
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Back In Time's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#4243.5423.542
Fun#6583.0003.000
Innovation#8862.7082.708
Overall#9072.7502.750
Audio#10142.3332.333
Graphics#10552.5422.542
Game Design#11282.3752.375

Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

In what way does your game fit the theme?
You are a person that were experimented on and now have the power to rewind time, slow down time, freeze time and fast forward time.

Did you write most of the code yourself and made all the assets from scratch?
Yes i did. the environment and characters were all made by me. the Code, mostly made by me but not all. music nothing. sound effects only the missile sounds.

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+1)

I got to level 3 and then there was nothing but a big drop. I don't know if I missed something or if that was the end ^^' Like may have already said there are a little to many powers and the stoping and slow mechanic were the most useful :) Overall it need some polish but it was fun :) 

Developer (1 edit)

Hello, you have to Go left... the idea after level three is, that the player doesnt know if he should go left or right from that point.. if you could give it another try and go left. it has an ending cutscene and everything. Thanks for trying the game and your feedback:)

Submitted (1 edit) (+1)

When I first played and saw the dialogue, since the text wasn’t proceeding automatically, I thought the first line of the dialogue was all the scientist had to say, and I didn’t see the “continue” or “skip” buttons since their text colors blended in with the ground. If there was a little pointing down arrow near the dialogue box, then I would have seen that’s not all the scientist had to say. A little arrow that slightly moves up and down like this should be enough:


It is a pretty cool effect to watch all the missiles travel back into their previous starting position. It would be cool if the missiles’ positions + movements were designed in patterns to make their rewind effects look even cooler.

The graphics look okay, but a bit inconsistent in game style. It’s like the game can’t decide if it’s trying to be retro or modern since the text graphics are smooth and have gradients added to them, while everything else is pixelated. There are even moments where the game directly mixes smooth details with pixelated graphics, which does not seem to fit one another. The pixel ratio is all over the place with some pixels either being tiny or large. The ratio of the pixels should usually remain at one static size so that the player is given the feeling and illusion of playing an older pixelated game. If the pixels of the graphics are constantly different from one another, then that illusion is killed and the player just sees that the game is TRYING to be retro, but it really isn’t.

The one thing I did like about the graphics was the color palette of the dark blues and greys. It really gives the player the feeling that there’s something dark and mysterious about this place. However, I’m not sure if the colors of the red + orange missiles seem to fit with the environment’s dark blue color palette. Perhaps you could change the orange flames to blue embers, and change the colors of the missiles’ bodies to a bright grey-ish blue color with the tip being a regular blue (I know nothing about color names, lol). Here’s how I would imagine it to be colored:


I would suggest using the Pixel Perfect Camera addon; it snaps the pixels of sprites perfectly into place on a low resolution grid which helps keep the illusion of a pixelated game.

Here's a guide to get you started on how to use it: https://blogs.unity3d.com/2019/03/13/2d-pixel-perfect-how-to-set-up-your-unity-p...

The pacing of the story in the beginning is kind of awkwardly paced. I would have liked a moment to gain my bearings before having text immediately showing up on the screen. Perhaps show a scene of the character slowly getting up while looking dazed and confused to enforce the feeling that the character has no idea where they are and that this is not the kind of area they’re used to. After a few seconds, you could have the scientist start talking from a telecom acknowledging that the character finally woke up .

I’m not sure if I’m a fan of the character’s walk cycle. His front foot seems to constantly slide  back and forth while his back foot constantly flies up and looks like he broke his leg:

The legs also never seem to pass through one another, which kills the illusion of this being a walk cycle.

If you do not know how each aspect in an animation works, then it’s hard to be able to depict the motion right because even the slightest detail being off can make everything look unnatural. That’s why it’s important to have references in animation and art in general. Here’s the reference that helped me learn how to make walk cycles for my characters:



Notice how the height levels of the head and body changes each time depending on how much weight is being pressed down. Also notice how each leg has the same movement cycle: the legs in the first frame and last frame are exactly the same with the only difference being the timing they’re set to.

There was one level I couldn’t beat because of the ridiculous amount of missiles there were. I tried to use my abilities to get the missiles to move out of the way, but since it controlled all the missiles at once with no cover anywhere, I could not find a way to beat the game. 

Try to make the game more loose and give the player options to avoid the missiles by using the environment around them. Let the player use a wall to block the missiles, have them hide under floating platforms to use as an umbrella from the rain of missiles, allow some smaller objects to be thrown at the missiles to have them explode early, etc. This would make the game not only easier, but much more varied for the player to have different options to avoid the missiles. It would also make the stages much more unique instead of it just repeating the same flat area multiple times.

Developer(+1)

I cant express how much i appreciate this feedback. Thank you soo muchh!! you gave me a lot! i am thinking on expanding the game and the feedback you gave me, will make it better. 

Submitted

Nice project! It could be improved in the graphics, the animations, sfx and the player movements. But I liked the rewind implementation and overall well done ;)

Submitted

Cool game! I really like the rewind system. You have so many time manipulation options, that's cool.
My suggestion is to keep working on the player controller and the colliders. I really like the animations of the character though.
Good job :)

Submitted

Hello infinitemaster, good job on making your Back In Time.

Just to take note, I didn't finish your game because I suck at it.

Now, this is my feedback and I'm not gonna give you harsh feedback instead I'll give you "constructive feedback", to make your game more polished, feel free to use this whatever you want or not, it's your choice.

  1. The tutorial of the game is very long, in this jam, it is okay to just read the controls of the game all at once instead of making the player read the whole dialogue to figure this out. 
  2. The collision of the player when crouching can be improved by adjusting it. Making it smaller to make the player more advantageous.
  3. Jump is little weak. Add a little more height to the player's jump reach.
  4. For me the health of the player can be remove. Player's health can be understood at a glance if it is only one, aside from 2 or more lives that is.
  5. Put an arrow to know where is the exit please.

That's all infinitemaster, hope you have a good day!

Submitted

Interesting mechanic. Had fun avoiding rockets and rewinding them. The robot was not a real challenge. You find the teleporter... or you die cause it was the other way.
Maybe implement some different attacks, to add more variation with the same mechanics would be nice to try.
Anyway, manage to end it and beat the evil mysterious scientist!

Good job! Congratulations!

Submitted

It was way more fun that i imagined, turned out to be a really cool puzzle! I really liked the concept behind this, pretty simple but really fun!

It took me a time to understand the controls, because they are a lot and are explained in a short time, maybe creating a HUD to show the player their options will help.

Grat job! :D

Submitted

I like the concept of your idea but I think you can make more out of it. It´s cool to have so much control over the time but I only used the pause and the slower ability since for me they were the most powerful.

I hope you expand your game after the rating period. Good luck!

I´ve submitted a local multiplayer game: https://itch.io/jam/brackeys-4/rate/722755. I would be happy to get your feedback on it. :-D (I also posted a comment on your topic)

Submitted

I liked the feeling when you dodge the rockets like a ninja in slow motion. Nice crouch dab lmao.

It was a bit hard to know where to go as it mostly looked the same.

Submitted

I saw your post in the community tab and thought I'd give it a try.

The Idea is really cool and it's pretty funny to see the rockets collide each other. It was really hard to get to 1-5 while controlling the character with WASD. Maybe you could find a better solution for the key bindings. The sprite of the character was really cool.

Submitted

Just played Soldier 76 origins. Witness his training with rocket jumps! 😆 
Kidding aside, I had fun with it! The different abilities made it so you could mix and match to solve the situations. Could be better if the controls/buttons were more intuitive. I had my left hand on WASD and the right one on the number keys, which was a little bit constricting. I did notice there were directional keys to control movement, I just wasn't used to that setup but it's a nice option to have.

So to solve this, a scrolling type control might work nicer.
(Pressing up increases time speed, while pressing down slows time. Pressing it down again, stops time. Pressing up again, returns to slow time and etc.)


Hope it helps!

Submitted

Congrats on finishing the game JAM!

I like the music and the art style, but the when in normal mode, the constant noise gets very irritating.

There are a few bugs, like the if a rocket hits the grownd then it does not explode and moves to the teleporter, then you cannot get in the teleporter. 

Also I would make it that you do not jump into the teleporter.

The chrono mechanic is a very good and unique idea! Well done!

Jumping feels weird with some of the movements.


Overal Good job on the game.

Submitted(+1)

Really like the art and the style! As others have said, I do agree there are some problems with the audio but overall it is a nice experience! I would explain commands in other ways as there is too much information at the start, maybe introduce way to control time as levels goes on (I see that you kept Chronos control :P)  

Deleted post
Developer(+1)

Thank you for your feedback :)  and yes i agree the sound XD

Submitted(+1)

I like the art and the game runs very well. It is funny to play. The only bad thing is the sound maybe. And i found a bug, if you fall out of the map the rockets move weird.

Submitted(+1)

at first i skipped the dialogue and missed the thing about the 5 controls u have with time, i just stopped time in almost all levels and thats it, feels like u give the player too much control. it would have be nice a little bit more plataform on the levels so we have to jump or things like that, i think the core idea its good u just need to polish it a little bit more! good job :-)

Submitted(+1)

You did a good job on this. Expanding on the animations would help it look a bit better, but for a jam you got what was needed in there. I had fun with it. Having a lot of keys to remember off the bat is difficult. A small tutorial could help with this to slowly introduce the time functions one at a time. I was not able to add  a tutorial or multiple levels into my own game and I wish I could have.

I just love the look of your game and the look of the particle effects. The controls feel smooth and the gameplay is fun. Overall nice game and well made.

Developer

Thank you for your feedback :) 

Submitted (1 edit)

A very nice game! Though I didn’t fully understand why such a variety of time-related abilities is needed: most of the time I was able to beat the level just by stopping time at the very beginning. Another note is that when these abilities (and related key bindings) are introduced in the tutorial, it feels a little painful - you have to remember five new things at the same time, and if a moment ago you were ready to dive into the game, now you worry if you’ll remember all the options and keys. This isn’t that serious, though, but it feels like something can be done to improve the experience :)

The sound felt a bit off, too. It was ok in the main menu, but got really noisy in the levels. Maybe those were rockets? I did hear the music but the noise was as loud as the main theme.

Nonetheless, feels like a decent submission, good job!

(btw try & rate my game if you like shooters, it has loads of rockets too!)

Developer(+1)

Thank you so much for your feedback! i agree with everything you said. I dont know how to make sounds, sound in the background, try reducing the sound but i couldnt figure it out, look tutorials and everything but i will find the way. only the first three levels and the last level by accident, you can pass by  pausing the game. There is a total of 12 levels where you are gone have to rewind, make it go slower and pause to pass. the tutorial i agree, i didnt notice or had time to make a better tutorial, there were too many controllers for such a short amount of time to learn them. i will check out your Game :)

Submitted(+1)

Things I liked, I liked the full control over being able to change time at will, I also appreciated that in some of the later levels, the way it is set up, you can't just have it paused the whole time as there are missiles blocking the way and that is some pretty good level design.

Things I didn't like, you give the player way too much control over time. Having just a limit or even making it harder to use would honestly help you out. In addition, you have too much of an info dump at the start in both setting up the plot for the player as well as introducing the controls. Pacing that out and letting them learn to use each control at a time would help ease the experience.

Overall I liked playing your game and you should be proud of what you got done in a week! Hope you keep making more games!

- Von Harley

Developer

Wow.. thank you so much! this was like the second game i made.  Thank you for encouraging me to keep going and i will take into account both the negative and positive things. I did wanted to limit the powers of the player but when i saw that maybe i wouldn't have time, i concentrated my self on designing levels that would be challenge to pass with the basics abilities already working.

Viewing comments 22 to 3 of 22 · Next page · Last page