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A jam submission

Ad InfinitumView game page

Can the Timekeeper outlast Chaos?
Submitted by Keltfire — 51 minutes, 39 seconds before the deadline
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Ad Infinitum's itch.io page

Results

CriteriaRankScore*Raw Score
Would you come back to this game again and again#232.6362.636
Overall#242.9002.900
Should this entry qualify for the next round?#243.0453.045
Was the game free from bugs#243.4553.455
Was the game well balanced#252.5912.591
How fun was the game#252.7732.773

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine Used?
Unity

Do you want to be considered for the wildcard if you miss the cut?
Yes please!

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Comments

Submitted

I really like the slowdown mechanic. Its done tastfully 

Developer

Thank you! I spent a couple days trying to get it just right, glad to hear that paid off. Thanks for playing as well!

Submitted (1 edit)

Very clever take on "Would you come back to this again and again"! I would have loved to have done something similar but I didn't have the time :") I have 2 suggestions that have yet to be mentioned:

  •  I think the background can be a lot darker (or just a different colour) to let the brighter purple attacks and boss stand out more
  • I find the stun after getting hit too punishing, you usually want to help the player recover from being hit instead, such as giving them invincibility frames or clearing away nearly bullets

That being said it is still a fun and challenging boss fight and a smart answer to this round's theme and criteria. Good job!

Developer(+1)

I've heard that point on the hitstun being too harsh and I definitely agree, I think a little bit of invincibility for the player after being hit is a great solution. Also great point on the color contrast between background and foreground; I always hear of the importance of a consistent color scheme, which is what I was trying to go for, but I think that worked against me here towards your point. Regardless, thank you for playing and for the helpful feedback!

Submitted

Love your art style, and this is such a unique concept! At one point I lagged a bit and got stuck in the wall somehow? I don't really know, but it was super fun!

Developer(+1)

Thank you for playing, glad you enjoyed it! Sorry you encountered a bit of a wall glitch though, I'll see if I can sort that out.

Submitted

I really enjoyed the changing dialogue as you looped through beating Chaos! The music was good and the controls felt smooth. My one criticism would be that the boss almost never sits still. Which makes slowing time to dodge projectiles feel bad, because you need to slow time to get close to Chaos. Maybe a longer wind up animation on Chaos before he attacks or a longer cooldown after the attacks would help remedy this. 

Overall, very fun concept and execution! Nice work!

Developer(+1)

I see your point about the slow time mechanic needing to be used for both dodging and getting in, putting it that way it does seem a bit overloaded on its required use. I mentioned this in another comment as well, but the move timer is separate from the attack timer; I think what I should have done is tie them together so there's a clear window to move in and attack, which would also solve the problem of the slow time mechanic needing to be up all the time. Thank you for playing and for your feedback!

Submitted(+1)

I enjoyed the dialogue changes, and the story fitting the mechanics. The slowing down time thing is also really nicely done. I also liked the music, and how it gets more intense as the fight goes on. However, I think the game is definitely really hard, mainly because it's difficult to get any hits on the boss. I think the main problem with the bosses difficulty is that the only time he stops shooting stuff is right after hes moved. This makes it feel a little luck-based on whether he'll move somewhere right next to you and let you get a hit, or move just far away enough so he'll start shooting again when you approach him. I would make it so he shoots, waits a second to let the player get some hits in, and then moves and repeats the cycle. Even though it was too hard for me, I do see a lot of potential in the game. The story is really interesting, and I would love to see it expanded.

Developer

I think you're absolutely right, I definitely made the boss too hard, even on the easy difficulty. The way he's currently implemented, his move timer is separate from his attack timer, but I should probably tie them together so there's a clearer window to move in like you said. Thanks for playing and for the feedback!

Submitted

Tried it on stream, clipped off the screen really badly. my computer lagged of course so that is an issue.

https://www.youtube.com/watch?v=cSUIomK5BB0 2:06:00

I really enjoyed the time mechanic even while lagging, now got to play the game properly! Read the comments, congratulations on your last minute addition of the dialogue!

Developer(+1)

Thank you for playing, and for finding that out of bounds issue! I was able to replicate it myself after watching your stream so I will definitely be patching that out once this round is over.

Submitted

No no worries! All the best!

Submitted

The storyline and how you use it as a replayability feature is just awesome.  Took me a bit to get used to the mechanics and attacks.  But once I did, I didn't mind it.  Love the dialogue system and how it's different each time.  Would be curious to hear how you did it.

Developer

Thank you for playing! The dialogue system is admittedly a bit of a mess behind the scenes, it's a bunch of different arrays with their indices kept track of separately as you progress through each loop. I think what I should have done is make a sort of queue for the dialogue, and then queue in new dialogue messages where appropriate.

Submitted

What is the secret!? I have to know. I beat him six times this morning and it still repeated, so then I figured I would beat him without using slow motion at all. I restarted and beat him the first time without using any ad infinitum and it still started me over again. I'm stumped!

You have me so intrigued. I'd like to know the secret when you can share it without spoiling it for fellow jammers.

I ended up using a joystick mapper to rebind the keyboard inputs so I could move and attack a little more comfortably. I thought for sure the sixth win would be it, but I gave up on trying for lucky number seven.

Developer(+1)

The secret is...in the title actually! "Ad Infinitum" is Latin for "To Infinity", which may (hopefully) give you a clue as to what the real end result is. Beyond that I don't think I should say any more, I typically prefer to leave story and plot open for interpretation.

Also, I don't know why but I didn't even think of controller support! I'll see if I can figure out how to do that quickly/efficiently for future games, because I'm sure there are many others like yourself that would be much more comfortable on a controller. Even just the keyboard controls themselves were a bit poorly mapped in hindsight though, I'm seeing now that it would be all-around more comfortable if the attack key was on the right side of the keyboard, or on a mouseclick even.

Thank you for playing and streaming it, Endmark! I appreciate all of the support.

Submitted

Happy to play it and enjoyed my time with it. 

It took me a few times to learn that more control options is better, so one of the first things I do in a new project is setup the control system to accommodate WASD, Gamepad, and those weirdos who prefer arrow keys, then all the action options on either side. 

It was kind of funny and I wish it happened on stream, but I could only get the analog stick to map properly, so I was moving with the controller, but slowing time and attacking with the keyboard!

Submitted

cool time mechanics and like i said in the stream, i love how the dialogue changes. hades like. 

Developer

Thank you for playing! The dialogue was actually a bit of a last minute addition so I'm glad that was well worth it!

Submitted

Oof. I am not good at this, but it's fun trying. I think its great even if I'm terrible at it. The dialog is great and the mechanics are as well. I'll be back to try again later.

Developer

Thanks for playing! Don't worry you're not alone as I'm pretty sure I made the boss way too hard. If I go back to work on this more, I think I'll end up toning down the difficulty a lot, at least for the easy mode.

Submitted

Tricky boss fight, but always a fan of a good time mechanic!

Developer

Thank you for playing!

Submitted

Slowing time was really fun, and I really liked the animation for it ! I couldn't defeat the boss as well :( but I really liked the time mecanic, it was really cool ! Well done !

Developer

I'm glad you liked the slowing time mechanic! I spent a lot of time trying to get that to feel right so it's good to hear that paid off. I definitely made the boss too hard though, thank you for playing nevertheless!

Submitted

I couldn't defeat the boss but I damaged him good and it was fun dodging his various attacks. I also enjoyed using the time ability and the dialogue with the boss was great. If you were to further develop the game, I think it would be cool if you could slow down time and then pick up the two types of projectiles and use them against the boss

Developer(+1)

Neat idea! I may consider something similar to that in the future. I was also toying with another way to destroy projectiles other than just dodging them. Thank you for playing!