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Time Travel Shanty (GMTK 2020 version)'s itch.io pageWhat did you update?
UI design overhaul, scoring system added, new section of the map to explore, floor traps introduced, locked door that needs key, speech for NPCs...
fixed all major bugs from the gamejam build (falling through terrain, text overlapping, missing colliders, minor exploits).
What you would like feedback on (Optional)
Any feedback is welcome. Fun was my lowest score during the GMTK jam, so any comment specifically regarding that would be extra helpful.
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Comments
Very well done! i saw the game on the Gmtk video i think but i didn't play it in time. The game is very interesting. for the fun part, i guess it's because of the skeletons and the fact that you can't attack them (if you can i probably didin't see how), so it can become frustrating remember where they are... and if you forget it and you swap time very near them, they will take the life point easily (attacking them would make them less of a threat of course, so that would need balance too).
I might not have used or understood correctly the dash. Seems too little of a movement, but i saw that it gives something like i-frames. My suggestion, if you are interested in expanding it, would be to make a bigger dash or at least give a clearer feedback on when that effect ends... and use it more as a mechanic (like doors that close too fast otherwise etc).
A weird stuff but it didn't bug the experience was this: if you swap time when you are inside the tunnel/corridor to go to the treasure room, you jump on the map and enter the room (again, it's just weird, not game breaking).
Overall, well made and great job! Cheers.
Appreciate the in-depth review. I think you are right, the dash needs better feedback and 'proper juice'. Especially since it's the only thing the player can do in combat. I don't really want to give the player any direct attacks, because it would make the game too easy and once all the skeletons were killed there is nothing that keeps the player on their toes anymore, having to remember where they are is part of the game design.
The 'bug' that you jump on top of tunnels is a necessity of the game, so players don't get stuck in colliders, or have to wait for a whole time jump in a dark tunnel without anything to do. I plan to extend the upper layer in the future, so it will feel more intentional and there will be more stuff to do and explore up there.
Thanks again for your feedback, it was really insightful!
It's better so far! Events in the past seem to have more impact. I don't agree with you not knowing about the spikes rising from the holes before getting hit from them. I'd prefer to know about the spikes before somehow, like them moving somehow on their own. The game feels too easy still, not enough threats in the world. I like the added npcs for increased atmosphere. Keep it up!
Thanks a lot for the feedback.
It's a good note about the trap, I will give it some more thought. Have to balance it though, else it might make the game even easier ;)