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A jam submission

Temporal Light: Hyperion WarView game page

Submitted by TimeSpaceWarrior — 5 days, 9 hours before the deadline
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Temporal Light: Hyperion War's itch.io page

Results

CriteriaRankScore*Raw Score
Gameboy Soul#1283.7693.769
Gameplay#2182.7692.769
Soundtrack/SFX#2452.6152.615
Overall#2792.7082.708
Graphics#3062.6152.615
Interpretation of the Secondary Theme#3751.7691.769

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

This certainly pushes the limits of GB Studio. Once I realized I needed to fire one bullet at a time to keep them visible, the boss fight was a lot smoother.
Very ambitious game, nice entry.

Submitted

The amount of sprite glitching made it extremely hard to tell when an enemy blew up or not. Projectiles are hard to dodge, especially once bosses start throwing out homing projectiles.

I kept counting 5 colors on-screen, despite it sounding like you used GB Studio for this. Not sure how that happened.

Though the ring section made me go "Oh no, is this Superman 64?" for a second, only for the game to go a completely different direction afterward. Kind of a funny little bait and switch there.

Definitely noticed some spelling errors, as others have mentioned.

The green background for the text box during parts of the story had lackluster contrast with the text, making reading the story more difficult than it should have been.

With some polish, this could be a decent game. But it's current state was a bit underwhelming.

Developer

can you show me where there are 5 colors. and I did use GB studio. if you want to check I even put the GB rom as an extra download, and here is the Github repository SpaceTimeWarrior/TL-Hyperion-War (github.com)

the export is to monochrome. with SGB active (for changing the color palette of the whole screen). this was to prevent accidentally doing 5+ colors. the version I used is 4.1.3 (this version split the singular project file into multiple smaller files and create prefab objects)

where you playing on mobile as only the top part is a part of the game screen if that is the case as the lower section is for an emulated controller

here is a picture of the editor with a preview of chapter 2 as well as the first part of the endless mode as well as the first chapter which is in the jam. the red is collision, the orange is triggers and the purple are actors. this is zoomed out so, most of the actors are not visible except for a purple rectangle. the only one of these that has anything visible is the actors

this is a closer look at the first two levels as well as the Hud before it is retiled to what is visible in game as well as the intended ghost version of Blair. I didn't fix that because it kind of looks better.


Submitted

Good start to a game here. I did run into a lot of glitching sprites where they would come in and out of view as well as a lot of framerate hiccups. I think having healthbars for the bosses would help it feel as not as much of a bullet sponge as well. Keep at it!

Developer(+1)

thank you for playing. I might look into making the bosses better maybe I will add boss hp numbers to the Hud (otherwise it will increase the tile count by a lot) another thing I will look at is reducing the number of sprite tiles on screen

Submitted

Overall, not a bad shmup.  I think it could use some polish.

The following are my observations with your game.  I am NOT trying to be nasty,;I am just noting problems with the game that could use some fixing:

  • Dang, 4000 out of 3800 points, huh?  :D
  • Bear on the left (looks like) it has a glitch in the sprite when it's storytime on the surface. (I am not which stage cutscene this way; I posted the review days after I played the game).
  • Watch your spelling.  There are plenty of mistakes throughout your cutscenes.
  • Text tends to sit outside the textbox borders.
  • Sound was absurdly choppy at some points in the game; I had to take my headphones off a couple times.
  • 5+ minutes to beat the stage 4 and stage 5 bosses?!
  • No pause button during gameplay?
  • Grade f++ with a 9600/9400 score?!
  • Beat it with literally 1 hp to spare.  Would be nice if there was some way to recover HP as you play through the game.
  • Sprites are ridiculously glitchy and clipping, which makes it difficult to see even incoming fire.  I do not know if this is a coding problem or a limitation of whatever engine you are using.

On a personal note, this game helped me decide what game I was going to work on for Alchemy Jam #2

Developer

thank you for playing. you weren't doing anything nasty just pointing out where I can improve.
These responses match up with your comment. 

  • the first level of chapter 1 has the ring section that if you miss too many bone rings the level restarts with a very small dialog instead of a normal dialog, I think the cutoff is 1500 points. which is why the grading is generally better if you are lower than the perfect but still close
  • levels 1-4 of chapter 1 the intro takes place in the far future and Blair is telling the events of the main game as a ghost to one of her decedents Jem. (one of the main protagonists from another game in the series that takes place roughly 4500 years later). that also isn't a bear, but I can tell what you are talking about (that is Blair while I did think of changing it, it still kind of looks good with that in mind).
  • Can you DM me on discord the sections with incorrect spelling. my discord name is the same as my itch.io username
  •  I may take a look at that.
  • Are you talking about the music or the sound effects. like the spelling can you tell me where that is.
  • I may reduce the damage required in the final game. Or add how much of the boss's health is left. 
  • Just added that to the game it will be updated after the voting period ends (key bind is enter or shift)
  • Rebalanced and fixed the level 2 grade I accidentally put the perfect score instead of the 96 score, so it defaulted when it was checking the values. I may change the score system to be more balanced around how you are doing per level instead of overall which is how I currently have it
  • I am thinking if you do a perfect level healed by some amount (don't know yet by how much) but for the start of each chapter (or 4-5 levels the player will be healed to full)
  • I am using GB studio which puts the games limits to that of the Gameboy (or Gameboy color when the color version is released). I might look at reducing tiles on screen.

and I hope your Alchemy Jam #2 goes well

Submitted

Great lore and the game is pretty fun too.
I would say I wasn't a fan of the shading used in the background of textboxes - made it a little hard to read at sometimes. I would rather just one lock of colour. I think this game would benefit from a smaller main sprite.

All in all a lot of fun, thank you!!

Developer

thank you for playing. I am going to look for some other way of doing the text boxes. I have already found a way to change the font and frame but not an easy way to get the setting permanent. I did think of making the player sprite smaller however I wanted the ship to not look too out of place with other ships in the game especially in later levels. Sadly, with GB studio I can't shrink the sprites without removing detail.

Submitted

I remember having a scrolling shooter for gameboy that was vertical instead of horizontal. I think that would solve your issue with all of the projectiles going invisible, since it would cut back on the number of sprites in each scanline!

It looks like you’ve been building on this world for over a year now? The lore goes deep!

Developer

Thank you for playing
Sadly, since I use GB studio that is going to be hard as it only has horizontal movements for shoot em' up scene types. I do appreciate the tip maybe If I remake the game with a better engine, I will consider that. I might reduce the number of tiles the bullet uses.

Like others I replied to this game is a prequel to a series (Temporal Light).

I originally planned to have a platformer but that was used in a jam earlier this year. I didn't want this to be considered a continuation of the other game. Another thing I did consider before the jam was to create a star fox like game sadly there isn't an easy way to do a large amount 3d rendering with GB studio (at least with a decent framerate). So, this was Plan C.

Submitted

A really pretty game! I liked the expansive story!

Developer

Thank you if you want it is a prequel to my main series. I actually designed the ships to have a similar but different feel to the other games in the series. (Probably the only ship that is close to another ship is blair's but it was designed to look similar to jem's ship because they use the same framework. there are differences with the piping and secondary engines, the gun arms are at a visibly different angle [jem's are straight while blair's is 45 degrees] and although not visible but when the color version is uploaded the color is also different)

Submitted

Nice game with cool artwork, and a seemingly detailed story (I missed most of it as I'm a slow reader) :)

Developer

Thank you if you want it is a prequel to my main series. most of this game is not necessary to understand other games in the series. (literally the only part is that it happened and both Blair and Sune are involved and there is a huge cataclysm that happens at the end of the game...it has something to do with the title of this game).