Thanks :)
Yeah that's probably the hardest one xD
What a great submission! I got 4 of the endings so far — a really impressive amount of variation for a 48-hour jam project! The intro cinematic has a few rough edges (for instance, some clipping through objects and a bit of camera drift), but the overall quality and the strong voice acting & atmosphere make up for it quickly.
What stands out most is the tension between stillness and urgency, which really captures the “Timeless” theme beautifully. The countdown mechanic creates genuine pressure, though why are the two robots not frozen in time, while the one carrying the cube is?
The Endings are currently not really shown what kind of "impact" they have, if you plan to build this game into a full release (which I hope you do) consider adding an outro that matches the quality of the intro.
Ah, you have ended up in the "game over phase", since the "current time" does not equal the "target time" (top bar). Hit "reset" and add the cogs (bottom area) by dragging the ones you need into the scenes, and wiring them up to get from the start to the end time. - We did have a "game over, try again" screen, but that broke somewhere along the way without us noticing until it was too late to fix.
Amazing entry! The weights are your friend as you can glide up them, almost as happy to see them as a companion cube :D With a split keyboard these games are hard - should have used a regular one. I think I got a spot on the 11th place, which ill take (though wanted top 10) - amazing adding a leaderboard in such short amount of time, I remember adding one to one of our jam games a while back and it took about half a day to get it working (was a 7 day jam), so to have that in a 48 hour jam is impressive!
Thank you for the great feedback. We did a have a "loose" screen that highlighted the different times and had a message "you need to make sure everythign is connected" (but that got lost along the builds) and we did plan to add a "check" so you could only hit play if everything was at least connected.
Thank you for the awesome comment!
The last level was indeed a lot easier, at first it intended to be super hard, but designing a hard one took a lot longer than we inticipated. So in order to have a working one, we decided to just make it "a final adjustment". We would also have loved to create an ending, ended up fixing some bugs and adding a minimalitic tutorial instead with the time we had left.
I tried but could not figure out what to do, tried looking at the screenshots but gave up in the end, which is a shame because this is such a cool looking game! the use of the Asstes is great and the atmophere is captivating!
Great submission, a hint on what you need to interact with (assume one terminal per number) would help alot.
thanks for playing and the awesome feedback :)
We were working on a new camera director but did not finish in time. The current one simply takes all damage and death events from the last 3 seconds and gets the average position of all those events. Worked well enough most of the time but we also wanted more / different camera shots.
I had a similar issue with Unity6, where it would not resize at all. I found this really cool publishing profile which is simple to drop into the project. If you leave the default it will maintain the 16:9 aspect ratio you have made the UI for. But my resolution is not normal (7680x2160), so yours might be fine on a standard ultra wide. https://seansleblanc.itch.io/better-minimal-webgl-template