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Heartcat

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A member registered Feb 29, 2024 · View creator page →

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bruh it's still not fixed in 4.5, it's whenever this get implement btw : https://github.com/godotengine/godot/pull/104539

thanks for the feedback!!
- FoW could be a nice touch, but not sure about it yet.
- we'll indeed add marking for visited intractable objects. (and maybe change the color for the different type of intractable obj)

and also:
- we'll add another npc. (the sprite is finished but we didn't implement the animation in time)

all of this after the jam ofc

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glad you enjoyed it but we're a team of 5.
I suggest you take a look at a credits.

web viewport issue is fixed in the new update btw

man, I really should do more playtest
- Heartcat

oh yea. I forgot to change the project settings.
as for the fog of war effect. we might add that after the jam.
and marking visited intractable objects. yes, that's a good idea we definitely gonna do that after the jam.
thanks for the suggestion >:3

oopsie!! that's a bug!! the cookies suppose to be randomize between all the interactable obj(all the cabinets and the fridge) :3c
it's now fix in the latest update.

that bugs is already fixed >:3 but i'll update it when im finished with the others bugs aswell :3

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but if you find any bugs we'll try to fix it right away

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originally we gonna have 3 npc patrolling around(yo mama, yo dad, yo granny) and you suppose the have a throwable object to distract them,  juggling 3 npc is already a nightmare even when you know exactly where they are, but ya know we are out of the time-budget(the art for the mom is finished so im ma add her later) so we cut those out. ;3 sooo... we didn't think to add a fog of war at the time.

but maybe now we will >:3

all the content update will have to be after the jam ended tho as to not rigged the voting

im not adding doors to the game tho idk how to make the sideways doors work

fun fact : I forgot to upload this bug fix update, despite the fact that I finished it a day after the jam submission period ended.

cuz I forgor >:3

man, the dev are soo gawd darn LAZY!!!

we'll probably change it so that you don't play each instrument consecutively for the entire music, but for each verse/chorus where you loop/cycle between each minigame.(this was how it's suppose to be btw, but the programmers(me) couldn't figured it out in time, it's also one of the reasons we picked this game out of the other ideas cuz yk looping through the 3 minigame)
kinda like this : Verse1/Intro[guitarist > drummer > singer] > Chorus1[drummer > singer > guitarist] > Verse2[singer > guitarist > drummer] > Chorus2/Outro[guitarist > drummer > singer] (we probably will make the ordering for each minigame random)

and that would make each minigame feel shorter. 

not sure if it's gonna help with it being "loopy" tho (but if you mean "loopy" as in the minigame just loop between only a couple variation of key press then that will be update to be less repetitive too, we tried to keep it simple and just finish the game on time, sorry!)

but if you have any suggestion then go ahead and comment it, would love to know how to improve our game. >:3c

funny thing is because the song is so long the play test took forever and thus one of the reasons we can't fix the bugs in time.
but as of now all known bugs are fixed and we'll add more stuff after the jam if you are interested! >:3c

also we'll update the game after the jam for :

- bugs fix

- atleast 1 more music (+ music select screen)

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thanks! this is all we manage to pulled off in 4 days. sorry! >:3c

we'll atleast update the game for 1 more song(we didn't finished the second one in time) and bugs fix after the jam tho if you are interested.

bro im counting getting the game to work as a win tbh, but the 25 hours straight i spent on the last day was not worth it

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we ran out of time for that kind of stuff. :[

buttt maybe your want will be satiated in the future update >:3c
and obviously here's a banana for scale : 

short answer : it's a banana. for scale

long answer : 

also here's another banana for scale : Substance Designer • Banana for Scale

mb, sorry for the lack of tutorial. we... ran out of time. ;[

but i can still give you a banana for scale : 

maybe there will be more strategy in the future(definitely not foreshadowing for a separate release of the game after the jam [source : trust me bro, fr fr]). >:3c

also also, a banana for scale : 

yes, the gameplay is indeed repetitive and lack a complexity that a turn base combat should have, but lets just say that the dev who program the combat(me) have greatly under estimate the complexity and workload for this type of game, also there are lots of bugs. oopsie... >:3c

but here's a banana for scale tho : 

hit box a bit inconsistent but other than that pretty good game

also here's a banana for scale : 

how did  you guys even manage to pull of such a well polish game in 9 days is beyond me

also here's a banana for scale : 

game goes kinda hard ngl

also here's a banana for scale : 

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actually there are more sfx I forgot I also forgot the platform sfx you suppose to also hear them even when you are on difference timeline to tell that the platform was close by 

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alr alr
-The character controller felt very wrong : all the thing you said were actually intentional, except the dash part that was cuz i forgor (also "the jump feels quite heavy" this is the problem on the tutorial part but do you not understand the jump machanic? if you just press [SPACE] or just realease early you'll do a tiny jump and if you hold [SPACE] you do a bigger jump (i thought the electricity pylon level would taught poeple that but I'll make it clearer on the tutorial update))

-Precise platforming was very difficult : it wasn't suppose to be precise? it's a casual puzzle platformer non of the levels made for the player to be supper precise, but it's made for the player to fail if they forgot which part is in wich timeline

-The character slides around when movement keys arent held : cuz it wasn't suppose to be precise and  it force player to just send it and do the level in 1 go this part was by design (but also it's not like it slide that much even if you land in the middle of small platform you won't slide off if you just tap the movement key)

-"even the dev died in bullshit ways several times over." nah that was just skill issue and I was sleep deprived and the dash glitch is pretty goofy so I thought it would be funny to speedrun the game so ye

-Tutorialisation : thats because we ran out of time the game literally submitted 13 seconds before deadline lol 

-Visual clarity : for the second level I was gonna make the platform part of the electricity pylons a lil difference color but out of time 

-if it's used inside another object, it fails : yes that was there to prevent the collision from pushing the player through the ground and YES I FORGOT TO ADD THE FAIL SFX that one is on me

- Moving platforms : I ma be real with you i couldn't think of a solution at the time (and also the level ain't that hard) well even if I do not that I would have time to implement it cuz ya know "submitted 13 seconds before deadline"

- The level with two moving platforms : ahem ahem uhh.. skill issue (the problem with waiting for moving platform is real tho but I have an idea on how to fix it now but I'll fix it later (rn I am in another jam cuz the grinds neva end))

-There was dissonance between the mechanic of "time period switching" and the level design. "i.e. growing of moss" you just said it the vines and grass only grow on time shift what are you talking about 

-Often though, it caused changes that were absurd, like a large segment of level geometry spawning out of nowhere, or moving inexplicably to the side. well what else can you do with just the tilemaps the electricity pylon level is as much as we gonna be able to stretch it without an artist and also it's like a puzzle platformer "game" it's not suppuse to be that immersive

-Only having one tileset and one background reinforced this : huh their are 2 tileset albeit they looks very similar cuz only the outside layer changed and THERE ARE 2 BACKGROUND the use the same color scheme and art style(it's from the same creator but difference assets pack) but they are WAYYY difference how did you not even notice???

goofy ahh cat

thanks!

glad you enjoyed it!

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thanks!, we was trying to keep it simple since this was the first time we worked together :3

let's just say i didn't spend 2 hours looking for assets and 2 days adjusting them to fit together for nothing
>:3c

truly peak

albeit the dash cooldown is still really short

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here's the patch fixing the dash cooldown bug

https://heartcat.itch.io/fragments-of-time/devlog/980676/dash-cooldown-fix

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here's the patch fixing the dash cooldown bug

https://heartcat.itch.io/fragments-of-time/devlog/980676/dash-cooldown-fix

i was gonna just make the platform translucent like a ghost effect or something but we ran out of time

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the dash cooldown is glitch rn but idk why

also I was trying to make vine jump like the "mantis claw" wall jump in hollow knight

glad you enjoyed it and sorry to disappoint but
all the pixle art assets comes from the free assets linked in the description
so the full,complete version probably not gonna come anytime soon not until we have an artist for it anyway

thanks!
but we didn't have an artist in this jam
so  all the "amazing pixel art!" is from the free assets linked in the description