Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

ReTimeView game page

Collect Time to prevent it to End!
Submitted by debajr — 5 days, 5 hours before the deadline
Add to collection

Play game

ReTime's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#353.7003.700
Mood#393.8003.800
Gameplay#403.6003.600
Visuals#433.8673.867
Audio#453.5333.533

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

Source
https://github.com/DebaJr/ReTime

Leave a comment

Log in with itch.io to leave a comment.

Comments

Developer

Hello everyone!

I added a new level to the game!

A "factory" one!

Have fun!

Thank you again for the feedback!

Submitted

The movement felt odd, and the camera sensivity are very low, I couldn't rotate the camera really, even with a high DPI.

The movement also seemed to have a slight delay when letting go of the move key (might be because the move input is always being normalized, even when letting go).

But other than the movement, I believe the game is interesting. I like the level selection a lot :-)

Submitted(+1)

With some more polish this will be a really really good 3D platformer! I hope you keep working on it.

Developer

Thank you!

I have been asked to continue and add content to the game for some days now! lol

I have made some improvements to use XBox controller in the windows version a few days ago!

I'll develop new levels and try to figure out a better and smoother way to move and handle friction.

Cheers!

Submitted (3 edits) (+1)

Yo, I tried the game. The level design (artistically and objectively) is really good(I really like the Lava Level). And the subtracting time collected with total time played which I think is very smart. It's a perfect balance between risk and reward. I did find the player movement choppy. And the music is very chill(and unique in every level) and coupled with the appealing art makes for a wonderful casual platformer. 

I do have some problems, mainly the player can easily slide off ledges, and platforms which makes it annoying to parkour the small platforms. Also, when the time shards breaks, I would suggest you add a little attraction towards yourself because it takes a little time to collect it all when it explodes and spreads wide(for the big crystals, the small one can stay normal).

Also, I noticed some invisible walls which the players can't across but the crystals can in the lava level.

Developer(+1)

Hello! 

Thank you for the feedback!

The player sliding from platforms is really a problem. Initially I thought it would be a good feature (some difficulty), but I'll have to change that, because that annoyed pretty much everyone lol

The crystals' explosions are really tricky. The small shards actually don't detect collisions until they hit a "ground" surface, and sometimes (all the time) they end up inside other world objects or outside the play area... I'll try to implement a new system to prevent theses behaviors!

Thank you again for playing!

Cheers!

Developer

Hello fellows!

Just uploaded builds for Windows, MAC and Linux! Would be very thankful if you could try them! 

Added some sfx for the player jump and, I hope, fixed the infinite camera rotation if controller is plugged!

Thank you everyone for the feedback given so far!

I hope you all enjoy!

Cheers! 

Submitted

Hi I really liked the game! The only thing I would change is the controls, they just didn't feel right.

But aside from that it was great! good job!

Developer(+1)

Thank you for playing!

What made you feel the controls weren't right?

Cheers!

Submitted

It just felt very snappy 

Developer(+1)

Hmm, actually, I think the "snapyness", if that word even exists kkkk, is related to the WASD keys. 

I think I should've normalized the Input (GetAxisRaw, if I'm not mistaken) instead of just the GetAxis Input... than it would've been smoother, but I'm actually just wondering, don't know it. 

I had a colleague play with a controller and he said it was way better than the keyboard... I imagine that's because the controller has more, well, control, on how much strength you put in the Axis... I obviously must study movement handling lol

Thank you for the feedback!

Cheers!

Submitted

Hi I really liked the game! The only thing I would change is the controls, they just didn't feel right.

But aside from that it was great! good job!

Submitted

So sad the game is not available for Mac yet, looks interesting!

Developer(+1)

Hello!

I'll try to make a MAC build. The PC, MAC, Linux Standalone doesn't actually create a cross platform build lol 

Apparently I'm blind, because I've never paid attention to the "target platform" option kkkk

Thank you for the interest!

Cheers!

Developer

MAC build added! Would be thankful if you could test and see if it works!

Cheers!

Submitted(+1)

great scenery, it looks super awesome, especially the northern lights thing! 
and btw, those crystals gave me some hard nostalgia feels for Crash Bandicoot, haha :D not a bad thing, though. We need more crystals in games!

Developer

Hello!

Thank you for the feedback! 

I actually took some images from Crash and Mario 64 as inspiration when making the GDD for the game! Glad you liked it!

Cheers!

Submitted(+1)

NICE! 

Submitted(+1)

It had a nice peaceful mood to it. Really liked the northern lights effect on the second level. Good job! 

Developer

Thank you!

Glad you liked it!

Submitted

Just finished playing both levels, very enjoyable relaxing game! Good atmosphere setup in the beginning and I like the music choices in the levels.

I found the jumping to control mostly fine for me; it was a little difficult keep  a steady jump/landing on the floating platforms that were very lined in a row. The character did clip slightly on the edges of some platforms, specifically when it was slightly hidden from view and I was trying to jump up/around. I like the character; some sound effects or something extra to make it a little more lively would be cool.

I'm using a dual monitor setup and noticed my cursor was going to the second monitor. I also noticed that on the edges the camera seems to jitter a little bit. I think both of these could potentially be fixed by locking the cursor to an (invisible) crosshair during gameplay?

On the optics side: I think your video would benefit from showing one or both of the secondary levels instead of the tutorial first. I was a little hesitant initially when I saw the tutorial level but then saw the grass level! I'd also recommend skipping the intro or audibly reading it over some gameplay for the video - it's great in game but most people will probably turn off the video before they get to the gameplay.

Screenshots would definitely help, here's two 1440p ones if you want to use them. Overall nice submission, enjoyed it!



Developer(+1)

Hello!

Thank you very much for the feedback!

I agree, there are tons of touches that would make the game play, feel and advertise better lol

I'll have to improve the camera, I think it's one of the most problematic "features" of the game.

Regarding sounds for the character, I think in my mind I always heard the Mario jump sound lol For me, these sound effects are one of the most challenging thing to get right in a game and having zero musical talent, I really just looked the other way... but, I'll have to challenge myself in that too if I wanna get somewhere with my games, right!?

In my mind I had captured the mouse, but that really doesn't seems to work as I expected... I'll have to go back and take a look at the code and better study how to get this lock done, it was the intention...

Did you get to play the lava level? There are three levels (grass/ice/fire), the tutorial and a "credits" level!

One thing I observed from the screenshots (thx for providing them!) is that the skyboxes are not rendered... The Grass level has the "standard" unity skybox and the Ice level has a darker skybox, but similar... I came back to the project and for some reason I had changed the cameras from skybox to solid color in these levels lol

I'll have to add a lot of things to the TODO list to polish the game!

Thank you for the comments!

Submitted

I didn't see the lava or credits level; when I finished the snow level it took me back to the menu but only the tutorial, grass, and snow levels are visible. Just went back in to verify that I can't see any more. Funnily enough I was actually going to say that a lava level would work well!

Developer

Oh, that's bad... Can you tell me if you see the purple bar and the icons on the top of the screen? The game has a 1080x1920 scalling basis, but the canvases should scale considering the screen size... maybe the lava level in the HUB is out of sight? UI scaling is so hard to get right... lol

Submitted

I do see the bar/icons. Loaded it up to get a screenshot and played through the snow level again and this time the lava level popped up. Weird, I completed both of the first levels relatively quick (and got all the crystals).

Developer(+1)

Oh, well... that's some weird behavior... once there's no way to "die" in the ice level and you only get out through the portal, the next level should be made available...  I'll look at the code and configs, there may be a flaw in the logic that made the ice level only unlock the lava level after two tries...

Thank you again for the feedback and taking the time to test the game!

Cheers!

Developer (1 edit) (+1)

I think I know what happened! The unlocking of the level only occurs after the counting is done and the "Click hereto continue" button should be disabled until that. But the button was active in all levels and you probably clicked "next" before the count was over! lol

I disabled the button and now it should always unlock correctly!

I'll add the new build soon, I'll add some other fixes and upload proper MAC and Linux builds!

Thank you very much!

Cheers! 

Submitted

Hey man, the downloads says there's a mac and linux version in the zip https://prnt.sc/steibs, but I couldn't find any mac runnable.

Developer (1 edit)

Hello!

I made the build with the "universal" option in Unity... I thought that would work in all three systems that were listed under that option (PC, MAC and Linux)...

It isn't, right? I'll try to make other builds and upload them!

Thank you for the warning!

#trolledByUnity? lol


EDIT: Actually, I'm blind! I didn't pay attention to the "target platform" option lol

Developer

Finally added the Linux and MAC builds!

Would love if you had the time to test them!

Cheers!

(+1)

I really enjoyed the peaceful mood you created with the music and lack of a time limit. It felt like the kind of game you can just sort of zone out playing. Nice job!

Developer

Thank you!

I really wanted a chill game! Glad you liked it!

Submitted(+1)

I do enjoy this game, its simple but fun. I really like the visuals too. The main issue I had was that it was often hard to judge jumps with the view (especially an issue when its lava underneath!). I also felt that if your score was going to be the number of crystals - time to complete the level, maybe you should show us the time while we're playing? Or perhaps a live score? 

Either way, nice job.

Developer

Hello!

Thank you for the feedback!

My line of thought was that by forcing the player trough Tutorial this "time is always running" would be addressed early and be taken as an underlying rule (it is explained that time spent during the level is removed). Moreover, as time is really always running, I had the idea that although you are jumping and avoiding lava, you should also be unconsciously thinking (if that is possible) "am I taking to long"?

Adding a timer would make it too clear and not every level accounts the time passed in the same scale (which is actually the "difficulty configuration" hidden for the designer to play with). but I admit, that may be a bad idea. I have heard from other people who played the game this same argument about lack of information regarding how long the level is running.

I'll have to think about how to better implement this informational feedback to the player DURING the level and not only when it's over!

About how to judge jumps, that also hit me as a "not very good feature". It's really very hard to judge and I don't really know how to address this viewpoint problem. I would be glad if any tip/advice could be given! Although you can achieve a certain level of proficiency, I feel the learning curve is too steep and never really get to a point where you can judge a jump in the fraction of a second, what would make the gameplay more dynamic... :(

Thank you again for the feedback! I'll try to make the game better and update it after the rating period for the jam is over!

Submitted

I had the same issue as StrecthMasterP. If you have a controller plugged in, the camera will just orbit the character. Fun mostly, little frustrating when you fall off a platform due to unresponsiveness mentioned below. Aesthetically appealing and music fits well. Nice Job.

Developer

Thank you!

I'll have also to address the jumping problem when in contact with the side of platforms, because that's annoying as hell lol

I hope no one got sick due to this rotation bug! OMG!


Again, thank you very much for the feedback!

Submitted(+1)

I like the idea of the game. I think the character movement needs a little bit of work, the character doesn't stop moving as soon as I stop holding the key making me fall from a lot of platforms. Overall I had fun playing the game, I wish it would have more level.

Developer (1 edit)

Hello!

Thank you for the feedback!

There are three things that may be causing this movement behavior, that I agree is not the best!

1. the materials... some platforms in the ice level are meant to be slippery, so those should make you fall a lot (I should give a clue about that!);

2. the format of colliders. The player is actually rounded, so it slides in the corners... that should be addressed with a change in the type of collider of the Player;

3. the input I'm taking to the movement is based on the virtual axis ("horizontal" and "vertical") and they have a small decay, which is configurable and I can better polish those figures to end up with a better overall behavior... 

At least I think those are the things I could look upon to try and make it better! lol

Again, thank you very much for the feedback! I'll work more on the game after the ratings are over, don't think it's fair to change the game now...

Have fun!

Submitted(+1)

Like Game mechanic, I think the movement could do with a little tweaking  .if you are on a  small plat form you tend to move quite a bit when you tap moment so fall. also trying to jump  while touch something need a bit of work. apart from that well done. 

Submitted(+1)

I think you have a bug   it just keeps  rotating left .  if you can fix it ill review    its just making me feel dizzy at the moment.

Submitted (1 edit)

I think i have worked out what it is , if i plug my joy-pad in  it starts rotating . it still probably a bug but at least i can play it.

Developer

Hello!

Thank you for the feedback!

The rotate bug was unknown to me, because I had no controller to test it with! I imagine that's happening because I'm checking to stop this constant rotation regarding the mouse, but I also added the controller input and the check is, obviously, not working for the controller...  lol

I'll try to figure out how to rotate without this mess of "constant movement" that I created!


Thank you again!