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A jam submission

Immortus TemporusView game page

Even immortality doesn't last forever.
Submitted by Khud0 (@Khud0Steam) — 15 minutes, 12 seconds before the deadline
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Immortus Temporus's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#853.8503.850
WOWIE!#883.7503.750
Visuals#1113.9503.950
Sound#1223.6003.600
Simplicity#1314.0504.050
Creativity#1823.7003.700
Topic#3463.3003.300

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Music Source
Music and SFX were purchased by me in some other packs. As far as I remember, they didn't require them to be credited.

Credits
Khud0

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Comments

(+1)

This is an interesting game, however I feel like it is missing a tutorial and some info because I didn't feel like I knew what to do, and I don't see how this game fits into the theme of this jam. But the art and music is awesome and the controls and level picker I really enjoyed.

Overall: 6/10

Good Job Khud0!

Submitted

Really nice game. Really enjoyed the cyle of figuring out what to do and then the skill based part of trying to execute it. The only improvment i had was that when you time out i think the input should wait for you to release the button and press it again so you can have a fresh run. But looking at the comments thats an unreal issue so in summary i have nothing constructive to say. ha. Great job!

Submitted

A truly awesome game. Loved it!!!

Submitted

This is a really hard Game :D

Nice game! Really gave me some "The World's Hardest Game" nostalgia with the controls and general aesthetics. Everything felt crisp and had a good game feel to it, and having death be a reset was used for some interesting scenarios (I liked the "lockpicking" level in particular). 

The game was pretty difficult, with the time limit requiring what seemed to be near-perfect play -- I wasn't able to finish the elevator level, personally. Also I agree with HLBC about the timer. A good fix might be to only start the timer once the player starts moving at the start of each round, so the player can get a good lay of the level before immediately being thrown in without having to worry about running down the clock.

Solid submission! Good work!

Submitted

Awesome job! I love menus that are playable in some way so the level select was a cool addition. I also appreciate that even though the graphics were all really simple, there was color scheme and crispness of the edges that make it visually appealing :).

I liked the use of death as a puzzle mechanic in a fast paced game, and that you give time at the start if you don't move to plot out your course. I would've loved to see more puzzles like "Maze" which use the direction you die as a way of speeding up your time because that one was very satisfying to complete with the optimal time.

The only tweak I'd suggest is when the time runs out to give a bigger indication that you lost the level and also give a little pause before the player can start (maybe just like .25 second animation where you can't act so as not to slow down the game). I would get frustrated when I'd lose the level and immediately start moving so the timer would start ticking again and I'd feel rushed to complete and fail again. The reset button helps with this for sure, but I think it would be more satisfying with the short delay.

Developer(+1)

Thank you, I'm very happy to hear that you went this deep into my creation and I was pleased to read that comment! :)

Actually, I tried to make your "death" direction the same as the correct "after death" direction in all of the levels. I made it so that you don't need to switch directions upon dying and can just hold down the same button. In a sense, it's nice that the only (or the most) prominent occasion of that is the Maze level, because it means that nothing bothered you on the other ones. :)

There is, in fact, an "input reset" after level reset or time running out, but unfortunately this command (UnityEngine.Input.ResetInputAxes()) doesn't seem to work in browsers. That's a must in this game, thanks for reinforcing this opinion! :) And I'll have to figure out something about making it clearer that the time ran out, maybe a timer could blink with red color during the last 0.1-0.3 seconds.

Submitted

I noticed the direction on death thing in all the levels, but what I liked about Maze was the path was open ended, so you had to plot the path yourself :)

Developer(+1)

Thanks for pointing this out, I'll try to come up with more levels like "Maze". :)

Submitted

Great game all around, tho i dont really understands how it fits the theme.

The art is amazingly simple in the best way possible. the sound is good and the controls feel good.

But the timing destroyed it for me, some might not feel this way but i usually isn't a big fan of hard game jam games.

Since that's my subjective opinion i didn't include it in scoring of the game.

If you wanna go with such a hard game, next time maybe do something else with the controls.

If you want the player to be a specific place then let the controls be more heavy and less organic. It's not that the current controls are bad. They feel great. but it's the fact that the type of game doesn't really fit the controls.

Otherwise, great game. :D

I also made a game for the jam and i would be happy if you would play and rate it

https://itch.io/jam/wowie-jam-3/rate/940947

Developer

Thanks a lot for this deep comment! I'm happy to hear that you enjoyed the art style I chose for this entry. The way I implemented the theme is that when you die, you destroy the hazard you touched and keep all the collected points. This way, you can go in one corner, collecting everything on your way, die there and "teleport" (respawn) to save the time. :)

Submitted (1 edit)

This is a very solid game, both in terms of mechanics and presentation! Really nice, consistent, yet minimalist visual style, with interesting gameplay that takes advantage of the theme somewhat decently. I enjoyed how challenging it was as well!

It took me a few levels before understanding how you implemented the theme (specifically until the level with the rotating bar) as I thought those red circles were just teleporters :P

If you continue to work on this: Maybe you can present the concept of "dying to return to the start" a little more clearly, at least visually, by making the red objects appear more lethal? Like making the red circles rotating buzzsaws, for example.

Developer

Thank you very much! I thought about making hazards more spiky, but in my eyes it ruins the "style consistence" you mentioned. :) I think I'll leave it open for interpretation, maybe considering these hazards one-time portals isn't a bad thing after all.

Submitted

Very nice game, I felt challenged while dying  to finish all the levels. As others also said, I immediatly remembered of "The World's Hardest Game" upon starting. Good polish on the visuals and sounds. I tested the windows version for better experience and because it goes fullscreen I missed a way to quit the game, even if it was just pressing ESC, so I had to close with Alt +F4. Anyway, nice job.

Developer

Thank you for going the extra mile to download the game for Windows, I really appreciate that! Wow, I didn't think about exiting the game, because I had no time to finish the "main" menu, just the level selection screen. =P Thanks!

Submitted

Really fun game, one of the best ones that i have played this jam!

Developer

Thank you so much, I'm pleased to hear that! :)

Submitted

For a game jam game, the timing is unneccesarily tight. Nice color sheme & cool simple artstyle

Developer

Hmm, not sure how "a jam game" defines which timings are too tight, to be honest. :) Also, every level can be beaten up to 2 seconds faster than the timer suggest, there are just puzzle-ish non-obvious ways to complete them. Thanks for the compliment!

Submitted(+1)

Cool game, I like hard games and it is indeed one.

I would say - maybe when resetting, have the player input start the timer. The game is super tight on the timer, so losing hald a second is huge. 

Good job!

Developer

Thanks a lot! :) The timer does actually start with player's input, you can stay in one place after reset for an eternity and the timer won't start the countdown.

Submitted

Yea, I but most of the time I held the button before the timer went off. This caused the timer to begin when I was moving into the previously held direction.

You need to ignore the current input, and start when there is a new input.

Developer

Heh, I'm not sure what to do, since I tried doing that at first, but then it was really frustrating to push "R" to reset a level and then have to push a motion key again. I'm sure you're correct and I need to do something about it, though. Hmm, maybe an input reset should only be triggered by time running out, but not the manual reset?

Submitted

Yes, yes. When the timer is done just ignore the current input. Then on the next key down you start it again.

Developer(+1)

Thank you for this valuable feedback!
I've just tried this out and it works like a charm, but I realized that this is actually already in the game. ^_^
The input reset just doesn't work in the browser version of the game. :)

Submitted(+1)

This game is REALLY hard BUT also very addictive & fun

Developer(+1)

Thanks, glad that you had a bit of fun! :)

Submitted (1 edit) (+1)

A game very challenging! Remind me of the "The world hardest game"!

Good job! :)

Developer(+1)

Yep, "The World's Hardest Game" is, indeed, my main inspiration for this game. It simply fantastic. :)

Submitted(+1)

Nice game! A good balance of puzzles and pure mechanics with responsive movement and clear collision detections. Great job!

Developer

Thanks a lot, I'm glad you found the controls responsive cause that's the aspect I was worried about the most. :)