That actually was in works (we even had assets for that), but we didn't manage to implement all of the features programming wise.
CurioShade
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Hi there! I am, alongside with an artist, looking for team members for an upcoming Multiplayer Game Jam. Our idea is to make a co-op puzzle game with a steampunk aesthetic. Gameplay wise, players have two unique roles to fulfill – the Builder, which creates blocks with different functionality (to name a few: jump increase, sticking something up or activating a mechanism). And the Transporter, an agile character which main function is to move or throw up those blocks to a desired place. There is quite some time before the jam starts, but we’ve already started refining our idea so we have a clear vision of what we want to make. That includes some good concept art (big shout-out to the aforementioned artist, you did a great job Riko!), which you will be able to see in the examples below. If you are interested in our project and you think you could help out, please feel free to write a message with your response!
For a way to contact - if you end up interested:
Discord: OdrzuconyKrakers#5725
Pretty good and interesting platformer! Visual wise, it's simple but really nice and later on, it gets even better. Maybe time slowing mechanic never felt necessary and it didn't had any use but I still appreciate putting it. If there was something I really would point out then it would be platform placement - sometimes, despite that definitely you could put a platform, that option was blocked. New platforms which you could use after first level also didn't have a reason to be used - base blocks were everything you needed for the whole game. In terms of enemy balance, bees were quite annoying to deal with and I think something like enemy erasement could make it more fun experience.
In the end, that was quite a good product - congrats for the team!
So I have few points. First, music is quite nice and game looks nice. I see that there were some neat ideas but sadly I didn't either managed to get into them or they weren't implemented. I would have some gameplay issues (played on Windows build btw), though I want to point out there first that while I was playing, my graphic card was used to the max (GeForce GTX 1050Ti) so they may or may not be related to that.
So first - movement. At least in my case, it was very, very slow and spriting was only a bit faster, it still took ages to move from one location to another. This game also lacked sensitivity options for mouse - I literally needed to move my mouse across half of my desk to actually make the camera move, so I really had a need to change that but well, game didn't allow me to.
Respects for the work.
Interesting game. It didn't maybe follow main topic of the jam that much (no time related mechanic, just a timer) but I need to say that you definitely spent quite some time to make attack patterns interesting. Still, I would say not every of them were balanced correctly. Like for example following turret - since it shoots in random directions, you often get into a situation where there is no room to dodge and you lose your life. Spiky attack pattern with no turret can also make some troubles, since there is not a lot of time to move between patterns and because of that, when single spear is launched on the player, it often hits them, since they haven't moved from their last position too much. I liked much more standing turrets since even if we count the example where we have shooting in random directions, there is much more place for dodging attacks. In terms of spear throwining from the sides patterns, they could have a bit more cooldown between them or they would fly a bit slower - sometimes you may just not notice that you are in a perfect place to get killed.
That's all I would have to say about the game. It was still, quite interesting experience.
Pretty nice puzzle game! Time moving when you are in light seems like interesting mechanic to build up after the jam. It was sometimes hard to tell if platform is already on the edge of another or not, but other than that, it was a good experience - visuals and gameplay were rather simple but very nice. Music in the background definitely add some additional fun factor and haven't seen any bug, though I couldn't get past the wall after shooting room and there was no lever to switch.
I would say that idea behind the game is pretty nice. I liked how you would gather clues and could write your own notes, plus the dialogue was actually on quite good level. Graphics wise, I liked the idea that outside dialogue sprites had that paper feel to them, though I would say that the sketchiness of dialogue portraits doesn't fit that much to them, though it's not that big of a deal. Thing that sadly didn't let me finish the game and enjoy fully, was well-known by you bug, where game gets softlocked and you cannot do anything with it. I stumbled on it many, too many times (mostly when going to the room with light control) and the worst that I often stumbled on it when I had gathered the most of evidence and I practically lost all my progress just to start again, which was sad really, since I wanted to finish it. Depsite that, it was still enjoyable experience.
Okay, let's talk a bit about this game. So I definitely like it for creativity, but main mechanic kinda isn't explained during the game by any tutorial, so I ended up stuck at 7th level since the so far knowledge I had about it didn't let me complete it at all (you supposed to go on the other side by jumping on it in correct moment, but the jump itself is to small and there are no boxes to jump on). I feel if I would been given a proper tutorial, I would be able to understand it. So yeah, the biggest flaw I would point out is lack of the explanation of the main mechanic. Other than that, blurry menu fonts kinda break the good look of the game, something probably went wrong with scaling.
Anyway, even if I didn't complete it fully, I would say you still did a good game.
This prologue was quite outstanding on its own - while the gameplay itself was very simple (no choices or complicated mechanics yet) the game really made the experience worthwhile thanks to its art and music. Artwise, it combines two completely different styles, both of which are exceptionally well done (I particularly enjoyed looking at the backgrounds), although it's a bit hard to tell whether they clash or not - the difference in resolutions (between the sprites and the background) can be offputting. Now when it comes to music it's hard to tell anything else but good words - it was very climatic and pleasant to listen to, I was genuinely surprised by it. These two elements work quite well for the story, which may feel like it has been done before (framed for murder, going back in time to solve a mystery etc.) but it leaves many open possibilities to surprise and entertain the player. Overall, it's a very promising start to the full game.
Overall a good game. Story was simple, but you can tell the team put effort into it. Background art was very pleasant but the main characters were a bit too quiet in comparison to some of the background ones or the music. Really liked David's appearance (and his voice) though. Also props to the merchant. In terms of technicality, the only thing I spotted was this line of Lena's missing a voiceover (attached screenshot).
It's a pretty nice platformer game but weird physics make this game a bit glitchier than it should be. The problem there is that character sticks to the surface, rather than land on it (when character jumps forward, surface, like a magnet, tries to pull on him and that results in a weird glitches like getting stuck in air, depsite not even touching the celling in more tight spaces). Even despite those weird physics, game was really enjoyable and respects for making gathering skills like in Metroid, nice reference.
Awesome puzzle adventure. Very creative approach to the topic of jam (manipulating with system clock is mostly used only once but here we have the whole game based on that idea and I love it). While I got the ending, I still have no clue about a puzzle with "odd and then even" hour, so if there is a secret there, I probably missed it but I am satisfied with what I have seen.
Very smooth and fleshy hack and slash. While technicality wise it needs some work (sometimes key doesn't drop from enemy, level generation screw up and doesn't make exit), it really does amazing with gameplay - the only thing that I would probably criticise there would be bullets appearing from nowhere (sometimes when creating a new level, the bullet is already leaning towards player and if they don't stop time, they are dead on start) and that those bullets don't necessary come from one type of enemy and appear randomly from all enemies (even wall can start shooting at you, though I don't know if it isn't a bug). But yeah, gameplay wise, you done awesome job and that was so far the best action game I might have played so far on this jam.
Promising game! While there isn't much of an use of game mechanics yet, they are done well (though there is a bug that time rewind can result in your character moving to previous level or outside map, resulting completely black screen). Controls are simple and great for platformer game. Hope you will continue the project after the jam. Good luck!
Creative metroidvania game! Kinda lacked jump control (I don't want to always want to jump so high and boy, the protagonist jumps higher than any bug or bunny) but was a nice experience. Dunno why no matter what I did, I always got the supposedly bad ending, no matter how many abilities and if I get the secret item or not. But anyway, I think the game in the end was pretty solid - great job!
Game has interesting concept but I need to say that its level design is definitely too much frustrating - you often die because either you didn't see offscreen bullet, your time power depletes or since some turrets have targetting directly on player, with unexpected bullet. Game should have not only better indicators for offscreen bullets but also the turrets should be more fair for the player and their placement should be more free - definitely bullets should be slower to, so you have more control over the character when you don't use slowing time mechanic.
In terms of technical stuff - no bug discovered so that's good. Game maybe doesn't look that good with combining different artstyles but it passes. Like I mentioned, the level design needs a revision - it makes the gameplay actually the weakest part of the game. Still, congrats that you made the game in time, even if it needs quite some polish.
So time for quick review - story and gameplay wise, game is pretty good. With each level, usage complexity of time mechanic changes and that's great. Technicality wise there is some weird bug that appears if you manage to jump while dialogue appears on screen - character is stuck in the air and only way to solve it is to reset the level (which cannot be done on the first one). Sadly I didn't complete the game fully (I couldn't find a way to get pass 6th factory level), it seemed like I didn't have second box with me on top but sadly, that didn't matter since two boxes existing in the level were on different timelines. Other than that, I had a lot of fun and it's fairly polished product.
Great approach to the topic of the jam - I really like the mechanic with manipulation of your and environment age. Plus for making levels resemble locations which were part ofg characters past - nice touch. Meddling with mechanic was fun, though it lacked some kind of proper tutorial, but you still could figure that out later. Also, the soundtrack was amazing and I really wanted to hear the theme playing between "waiting room" and next set of levels more than in that passage, it was great, sadly, there wasn't a lot to do there other than shoot at walls like maniac while listening to music.
Anyway, that was great experience and I would be actually willing to see some kind of enhanced version of this game, if you will ever feel to polish it more.
Game as a shoot'em up works pretty good. It doesn't maybe have some awesome graphics but gameplay itself is solid. I like background sound used for the game and the intro sequence (you didn't need to voice act it, yet you did, so respects for that). Shooting sound could be a bit more varied to not seem so repetitive, but that's something really minor and more like QOL stuff.
I would probably have some words about balance and technicality. So first - it feels like main, time reverse mechanic regenerates way too slow for the second stage, where enemies are mostly bullet sponges and which have bullets with big explosion range - I think either they could be less hp heavy or the player would have quicker regeneration there, at least for that stage (I saw that there was some kind of upgrade for the ship, but I really didn't found occassion to take it and not die). I also had a werid glitch, where I technically completed the boss but did get main menu button instead of continue and I had to beat him up again in order to actually play on new area. Lastly, if game will ever grow, I recommend adding something like level selection or saving system, so the player won't need to complete every stage again since they died at the last one.
Overall, you made a great game!
In terms of technicality, visuals and audio I have nothing to actually judge - game looks good, controls are responsive and plays without any error or glitch and that's appreciated. Gameplay is pretty simple, though it lacks probably more diversed levels. Game doesn't really explore that much the topic of time and the part of mechanic that relates to time isn't really explained well. Still, it's a solid and polished game and those are the most enjoyable, so overall I had fun.
Pretty good game visual and gameplay wise. If there would be a thing that I would criticize a bit then it would be the wall collisions with the player - character glues to the wall and while in the first part of the game is isn't really problematic, it's slightly annoying on the boss. Mentioning the boss itself - not really hard, but if you want to beat them you need to attack them only once after you froze them in time and since it has quite some health, it's more a game of patience than skill. But nevertheless, I liked it, great job!
Completed the game (only didn't collect last crown since I didn't know next room was the final one) so time for rating. Gameplay wise, it's pretty good - movement is really smooth and mechanics are interesting to meddle with, no mentioning that it has proper tutorial that quickly introduces to the game. They are also some interesting glitches that I don't think you necessary were aware of, but made this game pretty interesting - for example, you can use stopping time to extend your rewind time ability, which I think could be nice as an actual mechanic (plus it sometimes extend time so much that some platforms leave the room entirely, like in the image under the text). Respects for using GameMaker: Studio 2 for this project.