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A jam entry

Time HopperView game page »

Submitted by Ventuar (@ventuargames) with 4 hours, 43 minutes before the deadline

Results

CriteriaRankScore*Raw score
Fun#13.6363.636
Theme#14.2734.273
Polish#13.7273.727
Overall#13.8183.818
Creativity#23.6363.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Talking points of your game?
Use time travel to your advantage to get past obstacles and race through levels in this puzzle-platformer game! Switch between the forest mazes of the past, and the neon sci-fi halls of the future in a dash to victory!

Time spent working on your game?
All 6 days, roughly 50 hours if I had to guess.

What assets did you use?
All art and programming was made by me.

Fonts: http://www.dafont.com/
Music and Sounds:
- http://www.orangefreesounds.com/
- http://freesound.org/
- http://www.glitchthegame.com/

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Comments

I think it is me who is missing something but I was stuck at the end of the second level... I jumped to right and switched constantly until I reached a door on both environment and then I could not go forward. The door did not teleport to another level / my character literally climbing the door when I was moving to the right.

Overall, impressive for the short amount of time.

Developer

Hmmm... that's really odd. Did you shoot the button to activate the door? Sometimes the button may be a little too high and you may have to jump to hit it... did the blue particles show up in front of the door at all?

given that the game is basically 2d, the character should only face forward or back... had a case where the character was shooting toward the camera.

Game is really well done and the levels were impressive. 

 I ran into a few spots where I couldn't toggle back in forth to see what was in both time zones and died multiple times at that spot trying to figure out hot to move forward.  (trees/pillars jumping downwards part).

perhaps fading through black would be less intense on the eyes. I appreciate the seizure warning at the start of the game given the flashes.

Also, is there a reason the gun has such a long 'warm up' time on firing? I couldn't see any reasons myself and that it is 'unfun'  in its current setting.

(Edited 1 time)

Agreed.

The basically 2D problem extends to being able to get to a Z position, where the player bumps into background objects.

And the Collision detection fails to prevent shooting through walls when standing close to one.

Developer (Edited 1 time)

Thank you both for your input, I very greatly value constructive criticism like what you have provided me!

I agree that the character should only face forward or back, I never really payed attention to it while developing. I've never encountered the problem where the player bumps into background objects, since I never put colliders on background objects. If you were thinking the rocks and crates are "background objects," they're not, they were meant as obstacles to get past. I also never noticed the fact that shooting collision fails when standing close to a wall, thank you for the feedback!

Someone did suggest adding in a "peak" mechanic, where you can look into the other timezone to see which obstacles you're about to switch into, and I'm seeing that come up more and more as more people play the game, and I think it would be a good idea. If I continue to develop this project, that will definitely be something I will add in.

As for the gun warm up time, I added that in because if the gun shot automatically, the first shot would fire into the ground due to the animation smoothing between the gun raised and lowered position. It could be solved by either having the gun always in a ready position or shortening the time taken to raise the gun, but I agree that it isn't fun in its current state.

The wallhack happens, when standing to close to a door. I believe this is either due to the Projectile exit point being on the other side of the wall or because of projectiles glitching through the wall or because of the speed of the projectiles, when they exit the gun. The latter could only happen if projectiles slow down over time.

Regarding Colliders on Background Objects: I should probably go to sleep.

Developer

Haha, no worries there. I'm actually aware of the wallhack now that you mention it only happens with doors, since I didn't put the collider all the way through the door. I found that the colliders on the doors sometimes messed with the ability to activate the doors, so I only put them from the button up. Was lazy on my part, lol.