This is a really good idea. I think the UI would benefit from a little polish maybe by adding some audio and visual cues just to make it clearer what resources I am gaining and losing. Overall a really nice take on the theme and definitely has a lot of room for expandability by adding different structures and resources. Great job!
Play game
Crystallia's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #127 | 3.750 | 3.750 |
Graphics | #287 | 3.781 | 3.781 |
Overall | #368 | 3.432 | 3.432 |
Game Design | #373 | 3.469 | 3.469 |
Audio | #541 | 3.094 | 3.094 |
Theme | #557 | 3.344 | 3.344 |
Fun | #561 | 3.156 | 3.156 |
Ranked from 32 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?
Time reversal is an important part of the game. Initially you get a Game Over before you can play, and you can rewind and isolate buildings from time in order to defeat the corruption.
Did you write most of the code yourself and made all the assets from scratch?
I wrote every line myself, with the exception of maybe 2-3 snippets from tutorials. My father helped make some 3D models.
All of the assets were made from scratch for this game jam, with only three exceptions: The music is creative commons material from Antti Luode, who shared his material with the GameDev subreddit. I also used 5 icons from game-icons.net. Lastly, I used one skybox from the Asset Store which I am licensed for.
Comments
Hey, thanks for taking a look at my game! Oo, I like the idea of having better audio cues -- bare minimum audio was just scrambled in at the last minute in my case, but I can imagine that being useful for knowing when the rewind has caused buildings to disappear. I can also have the drills fire off or absorb little icons/models for the resources based on the time scale. I appreciate your feedback, hope you had fun!
I've only seen 2 games with this concept (includes this one), and it's great how you managed to make this in a week. There's a variety of different buildings, but I don't know what each one really does for me, a proper tutorial would help (I've definitely learned that from my game lol). The game looks amazing and the music fits in very well, but I can tell it's somewhat loud for anyone using headphones. Overall, nice work! Enjoyed it.
Edit: One more thing I think would help, being able to move the camera would help a lot so that it's not stuck in one position, but that's just a quality of life thing, so it didn't affect my experience too much.
Edit 2: Okay, I think I figured out how to actually play, it took some time, but I think I have the strategy down. Definitely recommend if you like games with long term progression (probably 15 - 25 min per game).
Hey, thanks so much for taking the time to play the game through (a few times, from the looks of it). Your feedback was very thorough, and I'm really grateful. I had the need for a tutorial in mind while I was developing, and setting up everything for the fairly limited tutorial that is already in the game took a good chunk of time, maybe half a day to a day.. I eventually had to let go and move on to other gameplay stuff for the sake of time, but it was overly ambitious. I personally enjoy games with a longer progression arc, so I'm really happy to hear that you got a decent chunk of game time out of it!
I wanted to design the resource accrual and time reversal specifically so that the player would be forced to isolate buildings in time and rewind. (Not possible to win on the first time cycle). Maybe if I had done more work on the tutorial and, as another player mentioned, balanced the Crystalith towers a little better against the Corruption towers, it would have been a more intuitive and compelling progression arc. Also need better camera controls, definitely. I may revisit this project after the jam is over and release another, better version. Thanks again!
Wow! Hard to believe this was made in a week. This is obviously a pretty awesome entry, and you've already received a lot of criticism, so I think I'll leave it at that. Great work!
Hey, thanks for coming over to play the game! I really appreciate you taking the time to give me the step-by-step of your experience. I'm really sorry to hear about the audio experience you had; that's new feedback for me, so I'll definitely look into it. I thought I had the volume control working, but somehow you got two audio sources going at once. Really sorry about that! I've had tons of good feedback, yours included, about having a better tutorial. Gonna get that going as soon as I can. =)
Thank you for coming over to try it out! I agree, information isn't as transparent as I would like. After the jam I hope to make a better tutorial-type mode. Good feedback on the "how far the rewind is" bit; while testing, I guess I used the corruption spread as an indicator to myself. But this would be a great thing to have a meter for, so when I rework the UI I'll keep that in mind!
Cool idea and game overall, although I would have hoped for more uses for the rewind mechanic :P. Good job :D Hope you try mine too https://itch.io/jam/brackeys-4/rate/722968
Hi, thanks for playing! I appreciate the feedback -- I forgot to set up resolution scaling on my UI Canvas on that scene, but it's in place for the separate game scene. It's pretty unfortunate, and I know some people weren't able to play at all. I'm glad you got a chance to try it and have fun! Hoping to do more work on the tutorial after the jam.
Saw you rated my game, returned the favor. Really liked the idea; Would like to see a post-jam version.
Great game overall I love the resource gathering mechanic but I wish the rewind was more of a mechanic in the game . it seemed very tedious to use if I were just trying to focus on a certain material.
I like how you interpreted the theme of the jam in a meaningful way. The game is well-designed and the graphics are, though simple, expressive. I love that your father helped you with the models.
The scale of the title screen was broken for me, but I was still able to start the game.
Thanks for taking the time to check out my game! I'm glad you enjoyed it, and were able to start the game. I think I have identified the bug that causes the menu to fall off-screen, and it seems to be based on screen resolution. I'll make sure I fix it up after I can update the game post-jam. Much obliged!
This is an interesting game for sure. I liked the terrain generation and the option to change the difficulty settings. I was able to get a crystal but by that time it was too late for my castle lol. For the controls, it would be nice to add a camera pan and to be able to zoom in/out of other structures rather than just the castle. Cool game.
Thanks for checking it out! Good feedback about the camera -- actually, you can zoom in/out anywhere, but you have to zoom all the way out to reset which object the zoom is focused on, and then it will zoom towards your mouse cursor. Still, nowhere in the game does it explain that to the player, so that's my bad. Really need to work on the tutorial and fix some of the controls to be more intuitive. Hope it was fun to test, thanks again!
The exe is dated 15/07/2020. Aren't the rules to make a game within the week?
Hi Liljosh,
I just re-downloaded my game from Itch.IO after reading your post. You're right, the date modified is showing up as July 15th. I don't understand why that happened, or how that is possible. I'm going to look into it further, but I'm wondering if it has something to do with Windows OS-level zip extraction?
Here's what I do know: I started the game on August 1 and submitted on August 8. All of the work was finished by me and my father within the week deadline. Here are some screenshots of my local filesystem, my GitHub logs, (I use both a PC and a laptop for development), and my father sending me files on Discord, which hopefully will put to rest any concerns as to the timeline of my project:
Oh, shoot! I'm very sorry that happened. I think there are some issues with UI scaling, as one other player posted a similar problem. I made a foolish decision to put the play button right-aligned over the name. It must work fine on some screen resolutions and not others or something, and I'm doing my testing on 4k. Again, my sincere apologies for the issue. I'll fix it when the jam is over and I can submit an update. Thank you for downloading it and trying to test it, I wish it had worked for you properly. =(
Good game man! The music is fantastic. The graphics are simple but colorful. Congratulations and good job!
Hi, really liked your game, especially random generation :) Feels a bit slow and buildings are hard to see, maybe you can make the bigger or some bright color. Also UI can be improved, just take some popular font and keep 'flat' style
Thanks for taking a look at my game! I like your tips about visibility -- I wasn't super happy with the way I handled zoom, so the buildings definitely could have better silhouettes and colors. Good call about the UI, too; yours was very well done, and I'll see if I can spend a little more time on that aspect here. Pacing was hard.. I had a hard time getting the rewind to work accurately at higher speeds, doh!
Hey Great sound track, took me a while to figure it all out but had fun none the less, really cool take on the genre.
Nice idea! I like that the drills keep on drilling deeper into the terrain. Just wish that there would be some kind of introduction for a new player. I wasn't sure what the empowered crystal tower did, it just simply glowed more (for me) :D
Overall very cool idea and nice implementation!
Hi, thanks for giving this a try! I definitely needed to do more on the tutorial. The empowered buildings do glow more, which is pretty cool, but they also are no longer affected by the time reversal, which is (arguably) cooler. Sadly, I don't think many players will find that out -- you're right, there aren't any good indications of that change in behavior. I was trying to encourage exploration/experimentation, but I think I unintentionally made things a bit clumsy. I really appreciate your feedback!
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