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Teljen

154
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A member registered Aug 26, 2016 · View creator page →

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I've certainly thought about expanding this further ;)

Pleased you liked it!

Thanks so much for trying it out!

The game feel when moving fast and hitting enemies is spot on. I was pleasantly surprised to see that it has wall running too! I appreciate you got a pause menu in as well.

I think there's potential for this idea, the idea of a futuristic swordsman running on walls and slicing enemies against the clock sounds really cool to me!

A good idea, I like the concept of swapping between several different versions of the same place. Moving people in groups of 3 added some challenge since it means you have to temporarily bring other people out of the time they belong in if there's 2 or fewer people left in the wrong place.

As others have mentioned you can lock the mouse cursor in Unity to stop in going off-screen with first person controls. Teleporting the player back to the start when they time travel might also be good since you can break out of bounds currently!

I can see a lot of care was put into the art! A short description of the goal would be good, to begin with I thought I had to find parts to fix the pocket watch in every level but eventually it clicked that I'm looking for things that don't belong. I don't normally play hidden object games, but I enjoyed this one.

If you feel like expanding on this game, moving scenes could be a way to add some challenge to later levels, something like a phone on a horse carriage going in and out of frame. Good job overall!

It's cool seeing another entry with a similar idea to mine! Having specific points to start recording ghosts from definitely makes for some neat puzzles. The mouse sensitivity is really high which makes it a bit hard to look around, but otherwise the game seems pretty polished. Good work!

The idea and game feel are great, and the two colour palette works very well with the concept! I was able to make it to the end, although I think I cheesed the final boss a bit by always standing on the edge and leaving the arena as soon as it started firing.

In terms of feedback, I was finding it challenging to dodge attacks in the smaller arenas especially when using weapons creating a lot of bullets like the shotgun since the bullets all look the same, so it was hard to tell my bullets apart from the enemy's.

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Got up to 116 defused bombs. Good use of the theme, and while the concept is simple it does feel good once you get into the flow. After a while it gets hard to read how much time is left on each bomb, so a possible improvement might be some other visual indicator to show how close a bomb is to exploding, like gradually changing color or a light that pulses faster and faster, to make it easier to quickly judge which bomb needs cutting next. Well done!

I like the concept! Waiting to shrink until you can fit between squares you don't want to touch is a nice strategy I found. Controls are responsive and it's good that the levels have some randomness. One suggestion might be not putting down new squares right next to the player when they reach a green one, I hit a red square before I could react to it

Looks fantastic, good luck with the rest of the project!

Thanks!

Nice game, I think the feel of it could be improved by allowing more than one fireball at a time and also letting the fireballs travel a bit faster than the player, so you can lead corridors with them. Good fun overall, well done!

Wow! Extremely well made and good looking game, I appreciate all the different modes of gameplay and the adaptive difficulty it has is great too. I'm finding the ending particularly relatable :P

I like the idea of this game a lot, going forward and back in time to change the level. Good work, I wish the game was a bit longer!

Thanks, gave it another go - I'm impressed by how big the world is! I did hit another bug after the first day at school where I moved to the window in the house and couldn't escape as it kept re-triggering, which is a shame because I can tell a lot of thought has gone into the story behind this game. I think story driven games are pretty rare in game jams, so well done!

The premise looks great! Unfortunately I can't rate it yet as I also got stuck while loading in. Looking forward to downloadable builds!

Scoping is hard. The art and concept look great, good luck with your project!

The scope of this game is impressive! It's clear there's quite a lot of complexity here. I did find myself wanting to drag the machines around to arrange them, and losing felt a bit abrupt since I couldn't tell why I lost.

Very cool idea for a mechanic, and the game page looks great! I wasn't able to get past the boss at the end unfortunately, since it attacks are pretty fast and the player can't move while attacking

Fanastic art! The story and world seem really interesting too from what I saw of them, but unfortunately I got stuck looking at the train timetable and couldn't work out how to leave it

Definitely gets the hectic feeling across, the music changing speed with the timer is a good touch! I find it funny that you can just steal stuff from the NPCs walking around to save time. Managed to get 2 out of 3 items in the end.

Well done, it's a lot of content for the time allowed with almost no external assets!

Impressive number of levels, and the game really got me thinking!

Thanks so much, good to hear you made it to the end!

Thank you! And thanks for hosting this game jam as well! This theme was a lot of fun to work with

Thanks so much for the kind words and detailed feedback! Very good points with the suggestions, the game would definitely benefit from making the mechanics and inputs clearer and introducing them a little more slowly. I'm pleased you had some fun with it!

This is a super polished game, the environment and backgrounds look fantastic and I really liked the cutscenes that play and the fact that there's a story. The difficulty gets pretty relentless but it's still doable with a few retries. I made it to the end and encountered him. Well done!

I feel better after literally destroying time

Very unique idea placing the enemies yourself in a tower defence game, I don't think I've seen that before. The time field is a neat concept too. I did find it getting slightly repetitive after a while, maybe decreasing the length of each turn as you go further into the game could help keep the pressure up? Still had fun with it though!

Very trippy! My best score was 4307 light seconds. Reminds me a lot of Super Hexagon.

I was finding it hard to tell the speed boosts and hazards apart from the background but that became less of a problem after a few attempts. Very nice music too, really sets the mood!

Good work! The visuals are nice and I like the little bits of dialogue before and after each level. I got up to the level with the green button and two chests

Thanks for playing! You need to get rid of one of the mimics in that bridge level

This is really nice to see, thanks so much!

Thank you, I'm happy you liked it! The tutorial was rushed a bit at the end which isn't ideal for a puzzle game, so yeah that would need some more work

Well executed idea, I like how the challenge gradually builds up as more cars come in.

Thanks also for your timelapse video - I've messed with the PICO-8 for a while and Picotron looks very interesting!

Nice! Having a full story and branching paths to go with the game is impressive, had fun with this one

It's awesome to see another PICO-8 submission!

For the cover image, I just laid it out manually in GIMP, using the basic title and one of the sprites from the game and putting them on a background matching the PICO-8's color palette. I felt it didn't count as part of the 3 hour limit since it's part of setting up the game page.

Thanks very much! Fair point about using a grid, the player is a bit too fast for small precise movements.

Very nice take on the Suika game

Loving the concept of this one and how it interprets the theme. I feel like it could be nice to be able to select a piece pressing 1, 2 and 3 or something and showing a little preview of where the blocks will appear before you click. Good work!

There's a lot to see here considering how short the dev time was! I like how some of the rooms relate to each other, and the characters and overall mood are pretty interesting too - feels like a dream sequence.