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A jam submission

Rano Wei and the Anomaly of TimeView game page

Defy your fate with the help of time manipulation
Submitted by Iori, raiizgaming, kanziebub — 4 hours, 14 minutes before the deadline
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Rano Wei and the Anomaly of Time's itch.io page

Results

CriteriaRankScore*Raw Score
Technicality#53.8573.857
Overall#73.8293.829
Audio#73.9293.929
Creativity#104.0714.071
Gameplay#113.7143.714
Visuals#243.5713.571

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme

Yes

This game follows the theme "Escaping fate".

Message from the creator(s):
The game tells a story about an adolescent who is subject to experimentations held by his very own father. Having reached the peak of his tiredness from being his father experiment subject, he decided to escape from this fate, not caring about any obstacle that may be present before him.

Original Art

Yes

Created the vast majority of the art during the jam.

Original Audio

No

Didn't create the vast majority of the audio during the jam.

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Comments

Submitted

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.

Submitted (1 edit) (+1)

Incredibly challenging and somewhat frustrating, but those two make for fun games :)

Only  a few comments:

  •  I accidentally got hard-stuck on the very first bomb, because I used it on other turret not blocking the way and did not realize bombs were limited yet. Forced me to reset
  • It'd be nice to know where the checkpoints are on the first map, similar to    how the checkpoints on the boss battle are marked by red
  • If you could do a zoom in feature to where the exit was on the first map (similar to how you showed the objectives on the boss map) or some way to direct the player a bit    that may give a better incentive to keep going.    I definitely    wandered around lost  dodging lasers   for a while before I figured out where I was supposed to go