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Chapter 3: Travis' Troubled Transit Through Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #12 | 2.933 | 2.933 |
Originality | #21 | 2.933 | 2.933 |
Theme | #23 | 3.000 | 3.000 |
Overall | #23 | 2.714 | 2.714 |
Audio | #25 | 2.733 | 2.733 |
Graphics | #25 | 2.733 | 2.733 |
Fun | #26 | 2.467 | 2.467 |
Controls | #35 | 2.200 | 2.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.1.1
Wildcards Used
All
Game Description
Travis must travel through time to fix the malfunction occurring within time and space.
How does your game tie into the theme?
Time and Space are experiencing a malfunction caused by corruption in the temple.
Source(s)
N/A
Discord Username
Anonymyst
Participation Level (GWJ Only)
5
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
name
description
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Comments
What a different kind of experience (in a good way!).
Like that the onboarding was part of the dialogue system, though got to be careful because the tutorial bubbles were emitting at the same time / over the story bubbles.
I love story-heavy games, especially when the creator has a vivid imagination that can be translated into game design and art. While playing this game, I got an odd feeling of nostalgia for some of the mid-'90s top-down freeware games on the Windows 95 / 98 that existed for a time and then disappeared.
Regrettably, I too wasn't able to get past the second stage. The introduction of many new inputs along with the unforgiving level design and knights that require two hits (and given the limitations of the swiping mechanic—lack of movement while attacking—necessitates you take one hit if the enemy doesn't die right away) made it so my HP was already close to empty by the time the rapid-fire fireballs were coming down. I wasn't able to utilize the new controls anyway as I guess I missed collecting the blue orb.
Loved that the enemies take each other out, lol. Wasn't able to immediately figure if there was an attack button or not, so navigated most of the first level just evading enemies, and they had largely taken care of themselves by the time I first pressed the CTRL key.
Appreciate the imagination here. Just be sure to slow the pace for improved UX so the player has some time to adjust, and these interesting stories can be enjoyed in full. :)
Thanks for plaing and providing the detailed feedback.
If you like story heavy games you should check out chapter 2. Yeah meant to describe the attacking before entering the level but was limited on time. Regarding fighting the knights two pieces of advice:
1. Use time slow it makes it much easier.
2. They attack quickly but have a longer recovery so get them to swing first, back up then step in and attack, on easy you can land two hits before they hit you.
Regarding fireballs use time slow again, as mentioned in other replies I will retweek the obstacles to make it easier.
Again thanks for playing really appreciate the feedback.
This is a pretty cool idea, and there's is very clearly a lot of effort here, but the controls combined with the lack of checkpoints really make it hard for me to want to play past the 2nd level. I do like the ideas that I did see!
I think you have to be pretty careful/economical with how many different buttons you ask the player to use and memorize. Simple things like: maybe instead of having a separate button to reset time, you just tap the same button you used to slow it down? Or to use your different time powers you could hold a button (I/Z in this case) then tap a direction to pick whether you wanted to slow down time/rewind/or some other power that you introduce.
Changes like that (Maybe not those exactly) would help make the controls a little easier to grasp and would allow you to build even harder/more complex levels!
Overall though, great job!
Thanks for playing and proving the feedback. Yeah I know there is a lot of buttons and was hoping by introducing one (granted two on level 2) at a time would have helped with this. Think extra check points would have helped. You can actually double/triple time slow hence two buttons. I will see if I can tweak the controls. Again thanks for the feedback really appreciate it..
Arrgggh, the controls are not intuitive!
I do prefer it when a game introduces mechanics (like attacks, and other specials) one by one and teaches you in a logical way
I'm going to need to try to commit all the different keys to memory and play again
OK I managed a bit better with at least the attack key memorised! I managed to get to Janus and experience the baffling two headed conversation with him!
This game has many elements and mechanisms, I do wonder if it would be better to simplify it or at least focus a little on basics like combat
but it's a pretty good game entry
One plea - please let those on desktop resize the game screen. On mine screen it was teeny tiny and meant I couldn't appreciate the game graphics very well
Thanks for playing and retrying the game. Yeah as mentioned in another reply: I was hoping by introducing the mechanics level by level it would be easier to learn them all. Think extra checkpoints or breaking the levels in smaller chucks would help. Noted on the full screen, I tried this before but had trouble with screen going past the design, but I will look into what settings I need to do.
Thanks again, really appreciate the feedback
Cool game. I would've liked more checkpoints or shorter levels though.
I loved how the enemies had friendly fire. :D
Thanks for playing and your suggestion - yes I should have made it easier and more checkpoints/shorter levels would have done it.
Glad you noticed and enjoyed the enemies fighting each other wasn't sure I was going to keep it but think it fits with them being malfunctants - yes I made up a word for the game jam
Woah, this game is huge! I think you did a great job in creating the story and the characters (I also played the first chapter, for GWJ#58, and I looked briefly at the second chapter before coming here). The whole project is really interesting, and I would love to play it all, but... I fell stuck at the second level ^-^". From the description, I also saw that there are two more mechanics that I didn't discover D:
I'm definitely bad at this type of games, so don't take my words as law, but I felt it a bit too hard. Maybe I would have liked a less steep learning curve, with shorter levels and frequent checkpoints; this way, it would be more enjoyable even for the average jam player :)
Besides that, the storytelling is great and the mechanics are really solid. Congrats for the project, and thanks :)
Thank for playing, yeah seems my second level was a little bit too hard [on my easy setting :X )- try using time slow on both the knights and the fireballs, definitely will reshape the positioning on the boxes/barrels to make it easier to get the necessary portion. Glad you played chapter 1 and hope you get a chance to play chapter 2 (more of a story and less of a game).