Play Time Loop
Lost In Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative design | #109 | 2.563 | 2.563 |
| Sound Design | #122 | 2.875 | 2.875 |
| Overall | #168 | 2.625 | 2.625 |
| Uniqueness/Creativity | #181 | 2.813 | 2.813 |
| Art | #247 | 2.500 | 2.500 |
| Fun Factor | #249 | 2.375 | 2.375 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Agreement to Official Rules and Terms
I Agree
Team Size2
"Most Creative Usage of Anniversary Assets" Submission
Yes
Unity Affiliation
No
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Comments
Great concept. I find it hard to get used to the controls. Are you considering continuing the development after the game jam?
Hey, thank you for the feedback. Glad you liked it overall.
I've had an idea about the concept for quite some time. I feel like the game would need a design revamp if it's continued, in its current raw form is quite punishing. Without changes in the design it would probably fit some action platformer + hardcore puzzle genre which is a strange combination.
I'll definitely look into the game, but I'd prefer it to be some RPG where players' choices influence their relationship with the characters, and you'll need to build good relationships with them so they'll help. Also some mechanics could be added, where if players know the future, they can talk about it in the past.
This would require a lot of dialogue branching, but I think it could be a fun experimental game.
I assume you are interested because you'd be interested in a game similar to the one we brought to the jam. I'm curious to know what you think about this potential pivot I raised above. Would you prefer the hardcore "vanilla" puzzle game as it is?
Well, my interest is that a game combining platformer, puzzle, and hardcore elements could be an excellent idea. Sometimes, strange combinations lead to nice concepts.
If you're doing something RPG, that's fine; the only advice I could give you is to use resources from the Unity Asset Store to build your game, or perhaps GameMaker, which I believe is the one that provides tools for RPGs.
I'm happy to hear you liked the core-loop as is. I'd be interested in keeping it the same, but there should be some more content or meta progression so people don't get bored even if they are not progressing. I'll think about how we could resolve this issue. If you have any suggestions, please don't hold it back (unless you want to create a similar game).
GameMaker is an interesting suggestion, I haven't thought about using other engine than Unity as I have several packages/assets already and I'm used to the ecosystem. Anyways I'll look into that engine as well, a bit of an environment change wouldn't hurt!
I couldn't find which one was the blue one haha! Very nice entry!
I thought the Sunday one would be harder to find. Thanks for the feedback, and I'm glad you liked it!
took me a bit to get used to the controls but it was very good once I got it!
Hey, thanks for trying it out. Controls were not the focus on the jam, which is a weird thing to say about a side scrolling platformer, but I get your point. Thanks for the feedback and I'm glad you liked it!
rotating clock
Took me some time to getting used to the controls, but when I did it was quite fun. I just really don’t like that jumping height is very inconsistent. Sometimes I could jump easily to a platform and other times the jumps were too short. I thought maybe holding space for longer would help, but it didn’t.
Hey, thanks for trying out the game! Yes, the controls were left half baked as the priority was to have the story and the calendar progression in check. It's inconsistent because it uses Unity physics movement instead of kinematic, so some of the horizontal movement gets translated into vertical when you jump.
I'll probably prepare some reusable platformer movement we can use in future projects as they can make or break 2d sidescrolling platformers.
Like the music and goofy vibes, but I don't understand how you supposed to find the order, as there are no clues to day of the week in the dialogues (only a vague indication of when event might've happened relative to other events) , and the fact that you need to find a correct day for killing of each enemy makes it quadruple times worse. Maybe I'm not understanding something, but it feels like a time wasting memory game (which is not fun when you have bad memory)
Hey, thanks for the feedback! I'm sorry if you didn't find it fun.
I was the guinea pig for testing the dialogues, I found it a bit hard as well, but I was able to finish it the first time. It was adjusted for fairness by my feedback, but once you finish it once, it's not easy to know what else needs fixing, so we would have needed more testers for the dialogue for sure.
By "time wasting" do you mean you didn't like the game, or that you were frustrated when your progress was reset because you didn't have enough info to progress?
It's fine if you didn't like it, I'm just collecting some actionable feedback to improve on the idea.
Just the thought that I would need to remember and try so many possibilities threw me off, but yeah reset with lack of any progress is also frustrating.
Got your point. Probably more anchors would be needed, where the day is exactly stated by one of the allies and the other ally says something that can be referred back on another day.
On the other hand the reset is intended by design, we'll need to see if it's generally frustrating, or if it depends on the player. Probably some meta progression could help there.
Thanks for the feedback on the frustrating points, we'll think about them!
I like that I can push my comrades off ledges. Shooting rockets is fun! I wish I could jump on enemies heads. Enjoyable story and fun jokes/puns.
Good game!
Glad you enjoyed the game. A few hours before submission you could send the UFOs into space as well if you bumped into them. It was fun and you would have liked it, but it could break the player's progress if the enemy they had to kill was not in the playable area so we had to fix it.