Thank you! I will try to grow it indeed.
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Thank you! I agree at the moment this is rather kind of a demonstrator than a game... My idea was to have more elements to interact with, and a couple of proper puzzle levels, but I didn't have the time for that. I will get to it after the jam is over.
Thnaks! The levels it has are supposed to act as a tutorial :P I definitely will make more elements and proper playing levels after the jam is over and there's no restrictions on adding to the game.
Thanks for taking the time!
Yeah, it really bugs me that I didn't have time to design a couple of proper levels. I also have additional elements in mind.
Would you mind sharing which version you played and your computer specs? Even though there's at least one major optimization to be made (not the priority in a jam :P), I haven't noticed any lag issues on my pc or on my phone...
Thanks for playing and reviewing, Kenney! (and hosting :P). Yeah, I'll be putting audio to this and will try to make the level a little less visually boring.
By pausing the world time, do you mean letting the player fly around while the world sits still? Wouldn't that make it too easy?
Thanks again, this was my first jam and I had a lot of fun with it!
Simple yet fun! The controls and movement feel just right. And this kind of game looks great with Kenney's assets. Instead of fog you can use a vertex shader to curve all objects towards an horizon, that looks great (though you might need to subdivide the geometry a little bit in order for it to work).
This is a great entry! I like how you designed the car and the feeling of the steering, as well as the time mechanics. The skid marks and the animations for the power-ups are a nice touch.
Idea is good and works fine! The jumping seems weird, though.
It is frustrating having to restart after dying; if you don't want to do checkpoints maybe consider reactivating one of the remaining copies after you die.
I like this gameplay concept a lot! The game itself is very complete and well done, though I often had the feeling that I timed a jump well and it didn't happen. Was wondering where the theme was until I found the portal in the last level. I think it qualifies, haha.
Haha, yeah, I was aware of the cheat with hitting the goal from the wrong side and/or not traveling the whole course, but didn't have time to implement a counter for it (though it shouldn't be hard).
You can't go under the swinging gates. These (and most course obstacles) are what the second time travel mechanic is there for. Using the left and right arrow keys, you can let the world move in time around you, so that you get a convenient configuration of the obstacles.
Thanks for playing! (and again for the assist on Discord for submitting the game)
It took me a while to figure out what to do here, but then I got going.
This is RTS distilled to its escence... A minimalistic approach, yet successful! I like the way the time mechanics involve not letting the aliens through to the past... gotta keep on edge.
-It's hard to hit those arrows in a pinch, they're too small.
- If all your workers get killed you're screwed since you can't get the resources to make more... I ran out of wood and workers so had to just sit there awaiting my inevitable doom. Maybe add some random worker spawn?
My first comment! Yay! :)
Thanks, I'm glad you enjoyed it! I wanted the player to have to rewind time to get back on the track instead of just coursing through the grass (the idea is that you get a second chance at taking that hard turn; also, in the meta the track and the ship form the hovering system :P). Will consider changing it, though.
What's your best time? I suck at my own game and can't get it below 5:30 lol