Nice game, the combo system is cool! I find Amy a little stiff to control and the FOV is small enough that I can't react to things fast enough, but maybe I just need more practice. I like the music too!
TheDanimal
Creator of
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- You can look into vaults you've already opened, they're sitting around the table in the room (though I only used one image for the background so you can't see which one just opened unless you click on them)
- The smaller gems can cross into other gems for the morse code puzzle, it's required to solve the puzzle
- You can move the green gems downwards (it happens while solving the first puzzle)
Most of this game was inspired by the Myst games, the puzzles are mainly about figuring out what things do and how they affect other things. I guess it's not a kind of game that's suited for everyone, but thanks for trying it out, it's good to have some fair criticism.
It was surprising to find out that the player moves automatically, I thought my keyboard was broken at first! Maybe this kind of puzzle would make more sense if the player was stuck in a minecart?
The loop puzzles are a unique idea, shame that you didn't get to finish before the jam ended. I found that the camera was bugged (the photos didn't show up in the gallery) and the rocks on puzzle 2 kept disappearing when I tried to throw them.
You can play the game if you have Godot installed! I don't know if I missed something or not, but I couldn't find anything to interact with or use the gun on and I don't know if the game has any goal.
BTW, next time go to Project > Export, select a preset for the target platform then click Export Project. That will get you a .exe file and .pck file instead of the project files.
The time travel mechanic is too confusing for the player to figure out on their own, plus moving is very slow and there were times (especially during the second bat level, when multiple bats try to move to the same space) where enemies would go between the tiles of the movement grid so that I didn't know which tile they would attack. I didn't enjoy it, but with more development time and testing it could be an interesting puzzle game.
Interesting weapon system, from what I understand is when you shoot enemies of one colour you decrement that colour's counter, which switches the weapon slot used to damage that colour of enemy when it hits 0. This could be fun to use in a roguelike game, in the jam game though it's too easy to stay out of reach of enemies so there's not much incentive to interacting with the weapon system.
Thanks for the hint - it might be a good idea to update the game's page to say what controls the game uses, I didn't know the space bar did anything.
The game's fairly simple to complete at the moment, if you decide to work on it further it would be good to add some more puzzle mechanics or even just to have more 'dimensions' that you need to switch between per level. Also, well done for submitting your first game!
Unfortunately I'm stuck in the first room with no idea on what to do, don't suppose you have any hints?
Also a tip for the next game jam you try: if your game needs multiple files to run, you can pack them all into a .zip file so that there's only one thing to download. On Windows just select all the files you need in File Explorer, go to the Share tab and click Zip.
It's a cool concept that could be used to make some good puzzles. Sadly I couldn't get past level 2, I found that the boxes don't push down the switches consistently, which was a problem under the tight time limit.
It would be good if there was some indication of what is and isn't affected by the rewind mechanic, i.e. the boxes and the player's momentum.
There are a few times when there needs to be some extra indicators, I thought that a section having no indicators would mean you should return to the middle but that wasn't always the case. Those blue projectiles are especially hard to dodge.
Moving the player around is pretty fun though, overall this is a cool little minigame.
Oh I see, the pink character died so I was confused with not being able to do anything as blue. The level doesn't seem possible unless both are alive, it might be less confusing if the game ended when one of them dies.
If you're planning to continue development, I think this game has some potential. I think starting with some smaller, simpler levels would ease the player into the game mechanics more easily.
It took me a while to understand that you need to wait until the green arrow shows before you pass the crossing (and not just wait for the cats to cross). Past that, the driving mechanics could be fun but there's not enough variety in the gameplay for that, and it's far too easy to slow down in time for each crossing.
This one didn't really sit well with me... Controlling your character is difficult, having only 2 buttons and a random action assigned to each feels very limiting, and there's not a lot of time to figure out which one to use. I'm also not sure what the checkpoints are needed for. Also, it takes some time before I came across any enemies, and before I could get the right combination of inputs to try and move over to them, they just wandered off. That said, the music and graphics were excellent, and well done on trying for all 3 diversifiers.
Few technical issues, like how the enemies were getting stuck in walls. The fire and ice spells were my favourite part of this game, how they acted as projectiles to insta-kill a single enemy but also the trail they left behind damaged other enemies AND gave your arrows an upgrade if you shot them through it.
There's quite a lot of levels here for a game jam game! Haven't played them all but it looks like they explore several different ways to use the main mechanic. I think it could be improved if they were tested by more people, there's a few points where it's required to take a leap of faith, or you shoot a skull block and immediately teleport above some spikes, which feels a bit unfair.
It's a novel concept for a weapon in a tower defense game. I found it difficult to hit the enemies I wanted before the screen was overwhelmed with them, but maybe I'm just not good at shooters... I also liked that all the enemies were varied in how they moved and attacked, with some going straight for the towers and some going after the spaceship.





