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A jam submission

Breaking Time - GameDevTV 2020 GameJamView game page

An adventure/platformer game with multiple possible endings
Submitted by PicusB — 4 hours, 28 minutes before the deadline
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Breaking Time - GameDevTV 2020 GameJam's itch.io page

Results

CriteriaRankScore*Raw Score
Mood#703.4173.417
Audio#853.1673.167
Overall#963.1463.146
Visuals#1043.2503.250
Gameplay#1282.7502.750

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

Source
https://drive.google.com/file/d/19NdEcJORwhkV8mlSDb_yvyL5eSFoiLzn/view?usp=sharing

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Comments

Submitted(+1)

The game is much better now (V1.3).
The night lighting makes a huge difference.

I know you don't plan another build for now but I have realised an issue I have with it.
Simply that the horizontal length of a jump is not similar to the length of the platform pieces.
It makes jumping more awkward. It would be a big job to fix as you would have to either shorten the jump or lengthen the platform pieces and either has huge side-effects.

I also think you need to spend more time on the terrain, even in one hour with some free assets you could do plenty, but if that is not your thing that's cool.

cheers

Developer(+1)

Awesome man, thank you for the additional feedback! Yeah, the Terrain needs some love and variation for sure. A lot of it came down to time, it's partly why the terrain is so massive compared to the space actually used (it's sort of a neat effect but totally unintended). Interestingly I built the terrain off a heightmap of where I live with some added bumps heh :)

I see exactly what you are saying about jumping. To be completely honest, using a hybrid of translation with rigid body forces is just strange so if I had to redo my character controller I would probably commit to one or the other lol (forces for jumps currently). Since the longest jumps are shorter than the max jump length significantly one thing I could try is tweaking the jump force overall, I might test it out a bit :)

Submitted(+1)

Finally played it! :D I love the idea of integrating memories! The music was eerie that went great with the mood and the visuals were very good as well! I have a few suggestions, just to make it even better:

At the first scene I can't see the phone he's talking on, I think that's a bug.

The day/night thing was nice (and I was definitely spooked, which I think you were going for :D ) Night look is great with all the neon green but maybe you could add a little light to it because it's pretty hard to play without seeing well. 

The memories thing was a wonderful touch, but I was expecting him actually remembering things! Maybe everytime we found a crystal, he could at least say what he remembers? That would make us closer to the character :) 

Overall very nice, and so much to implement in just one month, well done! 

Developer(+1)

lol, for the first one no it's just lazy on my part I can add a phone (black cube!) to make it a bit better :)

For the light, did you use the guide light (T) to bring up the spot light? I've enhanced it a lot I just feel like more light would spoil the effect, however, this is so common I think what I am going to do is add an option in the options menu for a second celestial body to cast some moonlight (very low level ambient light) over the level.

Haha yeah, the idea is he chooses an option to re-build a memory that works out better for his family. We originally planned to have 3 levels and scenes with different people that would be present when he wakes up. In the end, with only time for one I jammed Liz and Sam in one :) Oh, I like the idea about a little memory blurb on a crystal pickup which would sort of tie everything in. Yes! :)

Thank you for the feedback and for playing! :)

PB

Submitted(+1)

OH NOOOO I missed the T to bring up the spot light thing! Total oversight on my part there- but I think a menu option could be cool :) Good luck!!

Submitted (1 edit) (+1)

I haven't played any 3D platformers before, except the jumping puzzles in GW2 so this is a new experience for me.
I'm not sold on how the day/night works but I need to stew on it a bit more to work out why.
I'll play again before I say anything mate.
I can say I had no problems with the pace of the dialog and really like the idea.

Developer

Thanks for playing and for the feedback!

Sure let me know what it is about the day/night cycle (Speed?).

I have to admit I'm not a big platformer player either haha, not sure why I keep leaning that way in creation! :)

Submitted(+1)

Can you maybe do a build where the night gives slightly more light and everything is monochrome (if that is a toggle)?

Developer(+1)

Haha yeah when people were concerned with the light I almost added a second celestial body with a toggle from the options :) I should be able to add one easily enough with a much lower light level to create a little bit of ambient light. Night is definitely supposed to be dark, but if it's a hindrance more than it is immersive I should do that. I'll try to do that on the next build when I fix the forward platform sticking issue :)

Submitted(+1)

I think overall the game was very good, some minor things with the jumps were a bit annoying, but otherwise quite good! 

Developer

Thank you for playing and for the feedback Jonnboy! Do you find that the jumps just felt off or was there something specific? In the last version I added a second ground check to allow for later jumps on the edge of a platform as I assumed (perhaps incorrectly) that that might be the issue people felt :)

Thank you again! :)

Submitted(+1)

Not so much that the jumps felt off, but sometimes for example on those stairs, if you jumped too close to where the next higher platform is, it kind of got stuck for a while in a jumping position and  you couldn't jump and you just had to move a bit and then you could jump again. Don't know if that made any sense what I tried to explain :D 

Developer

Yes it does and I can fix that sort of! :) Thank you!

Submitted(+1)

I really liked the idea and  the transition   from day to night  it  unique feel and vibe. the only comment its around the jumping  felt a bit clunky . Overall a like it  well done.

Developer

Thank you for playing and the feedback!  Let me know for the jumps if you can narrow down exactly what felt off, like I wrote just now I thought I had that figured out by adding a second ground check to allow for later jumps haha :) Unless maybe you were playing 1.1 since the timing of this comment would have been right after 1.2 was made available :)

Submitted(+1)

Damn nice game. It's not one of my favourite here, but the concept is pretty cool. I think the fast day and night cycle is symbolism of how fast the days are passing by in the real world when he got into an accident. It's pretty cool take on the theme. The Visuals were striking and unique.

I would focus on the movement because it felt hard to control the player(especially the jumps). And I don't think this parkour can be done https://prnt.sc/sscvf0. When the tile lifts up , the rest of the tiles are still closed in the cube shape and when the player's head collides with the bottom, it glitches and throws you off down.

Developer

Thank you for the feedback! Oh, I'll have to look at that. Do you know how much time had elapsed  when you got there? Those are all on timers which can definitely cause syncing issues over time if they aren't exact but I thought I'd nailed it!

I will try to take a look at the player controller today, I'm guessing it's the edge jumping that is the biggest issue? (jumping when close to an edge).

Thank you again for playing and for the feedback! :)

Submitted(+1)

I'm not sure if I remember correctly, but I think it's around 13 minutes

Developer

Thank you so much, I'll do some testing and see if I can get that fixed. It's a very unfortunate blocker since you need to pass that to see the end which really brings the story together! :(

Developer(+1)

So, ultimately I could not reproduce this but I do have an idea that should fix the problem. Since the oscillation works with time for both objects it's possible somehow they are getting out of sync. I can alleviate this by having the motion of one triggered by the other likely :) Thanks again for the feedback and the screenshot (which often speaks louder than words!).

Submitted(+1)

Great music and presentation (although it's a bit rough around the edges). Jump is not always responsive as I'd like and also the during the night part of the day-night cycle it's almost impossible to navigate the level, had to wait each time for the sun to rise

Developer

Thank you for playing and for the feedback Kitarraman! :)

At night time, did you find the light was insufficient from the obelisks and from the guide (summoned with T)? Those things should have spot lights, albeit they are not meant to illuminate as much as the day :) Let me know, as I believe you would have played version 1.1 and perhaps more tweaking is in order!

Submitted(+1)

I played v1.1, despite the guide I feel the light is still insufficient, or it shouldn't point in front of the player, it should rather light the area immediately around the player (platforming gets extremely difficult when you can't see where you're jumping)

Developer(+1)

Awesome, that's good feedback, I think I have a solution that is sort of in between and preserves the spotlight focus. I will try changing the angle slightly and the shape of the cone so that it does cover any area you might be moving to :) Thank you!~

Submitted

Nice game. The lighting and music gives a interesting mood to it. Maybe the day night cycle is a litte to fast? 

Developer

lol that's amazing! I just changed it to 60 seconds (from 30) as you were writing this (along with other changes based on feedback). 30 was fast yes, but the night was pretty nasty originally before I had the player light and much of the obelisk lighting. Now it's easier at night with enhanced lighting (also tweaked that) so the 30 second time feels right given the length of the section :)

If you get a chance let me know what you think of 60 seconds (versus the 30 you saw!) :)

Thank you for the feedback!

Developer

Hi again, potential players!

I would really like to hear any feedback, specifically about the points brought up by obarroso1997. Tonight I will try to work some of the elements suggested in as fixes. In particular I am interested in hearing feedback on the speed of the text and the darkness at night as those issues can be easily addressed in multiple ways!

Thank you :)

Submitted(+1)

The movement is really clunky,  obstacles/platforms were really hard to see when it was dark, and dialogue doesn't show up for very long for me to read.

Developer(+1)

Thank you for playing and for the feedback obarroso!

- Regarding the movement do you find it was the animations or the controller itself that was off?

- The night cycle was definitely meant to introduce new puzzle elements and make some more difficult (seeing the darker material), although the lights were added to alleviate that a little bit (obelisk lights). Unfortunately nothing unique made it in on time for the night cycle other than the added difficulty. Did you use "T" to use the player guide light?

- The length of the text staying on the screen is always a delicate balance but thank you for the feedback. I can see why it would be too fast and can work an alternative in in most cases (actually it could be managed in options or have a click to advance mechanism) :)

Thank you again! :)

PB

Submitted(+1)

It was more of the controller. There were two obstacles that I had trouble getting used to. Both of them involved getting up a set of stairs.

About the night cycle, I did use the guide light. However, I didn't get any light when I wanted to jump to another platform at night.

The issue with the text came up after I completed the course. I had no idea what the conversation I was having with the other person, but it followed up with a dialogue choice that left me feeling confused.

Developer(+1)

Awesome thank you again for the specifics! :)

I agree the transition to the first memory sequence is jarring and needs a bit of intro. I'll try to work on that and possibly highlighting the player choice and slowing the transitions a bit.

I'll see how I can improve the night light too (originally without it, you had to wait until day time or just take a chance hah!).

Kind Regards man and thank you for taking the time to play and give feedback!

Developer

Hi Obarroso,

My apologies, but one follow up question as well, did you find the text was too fast in both the intro sequence and when the guide speaks in game?  The distinction is because they are timed and controlled differently :) If you could kindly let me know I can possibly fix that or make it more flexible :)

Developer (1 edit)

Hey folks!
Check out the game page for more details on the game itself (instructions, background, credits, etc.). Thank you for playing!

Also, note that this was made with Unity HDRP (hence no WebGL build! :():