Play prototype
36Overflows's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #68 | 2.400 | 2.400 |
Technicality | #68 | 2.500 | 2.500 |
Creativity | #69 | 2.700 | 2.700 |
Overall | #76 | 2.340 | 2.340 |
Gameplay | #83 | 2.000 | 2.000 |
Visuals | #84 | 2.100 | 2.100 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme
No
This game does not follow the optional theme.
Message from the creator(s):
Did not make it in, although the planned outcome is included in the page description
Original Art
Yes
Created the vast majority of the art during the jam.
Original Audio
Yes
Created the vast majority of the audio during the jam.
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Comments
I can see what you are going for, personally I find it finicky and busy, but it's a nice prototype.
Deceptively simple presentation! As has been said already, the concept is very interesting, and I'm curious to see how far you can go with it. Keep it up!
Thank you for your kind words! The first patches will be bugfixes and refactors for sure, the backend started looking like a mess towards the end as time was running out haha!
Interesting concept, the shadow mechanic is cool, but it's a bit epileptic if there are many enemies
Thank you! the vision cones are supposed to be invisible for enemies and the player's vision limited to their cone only (the rest would be obscured). We did not manage to finish them in time.
The gameplay, concept is interesting. Love the shadow mechanic. Too much controls make it difficult to play. Try using switching between distinct controls with close buttons.
Thank you for giving it a shot! Maybe I should update the control section to only include one of the control schemes. The only existing binds are WASD, Q, E, shift and space, but they are available for left-handed players so a bunch of the binds are duplicated around the keyboard.
Very interesting and thought out concept! I did check out the downloadable as well. I can tell that you all have a lot planned but I do agree it'll take some more time before it becomes something playable. Is Quantum League something of an inspiration? May be interesting if it becomes multiplayer , but creating AI that can manage all of your clones may be a feat of itself! Keep up the hard work :)
[From David AKA Goruku, main game designer and time programming]
The original time travel idea comes from one of the solutions to the grandfather paradox with alternate timelines. Essentially any act of time travel creates a new pocket reality and you may never come back to your original reality (since coming back is itself a branch, it didn't happen the first time). This allows you to influence the timeline without influencing your own past, because that timeline's version of you is not YOUR past, thus the grandfather paradox is avoided.
In that framework, the possibilities are technically limitless, you can branch at any time anywhere, to any existing branch, and this becomes more of a logistical problem: you would have to keep the state of the world in memory at any time, every time, which is not sustainable.
This system has been a long-standing fascination of mine with time travel and I've been wanting to implement it for over 4 years, the fleshing out of the idea only happened earlier this year where thoughts about implementation limitation were conceptualized, although unfinished
A side solution is the system in 5D Chess with multiverse time-travel, but I personally dislike the movement between realities since in my interpretation that would branch too. I did hear about Quantum League and seen some gameplay, but I don't recall it being a source of inspiration for the pulse system itself (surely it may have influenced though), the replay of instructions was a side product of memory limitations, but it was mainly inspired from the replay system Blizzard Entertainments uses for their RTS, of all places. To save on replay size, and since their gameplay is entirely deterministic, they only save the world state at keyframes, and replay inputs all stored chronologically in a big text file. We have a similar system but are running concurrent replays (what you play is actually a live replay of your timeline)
The pulse system is born of a need to only save the state of the world at specific points in time, since doing it every single frame or fixed interval would be unsustainable. The benefit though is giving fully functional power to the player's jumping capability without compromising the time travel rules by limiting the jump window and scope, it also provides players agency and choice as to their usage and resource management through time.
Hi I'm from the same team, the uploaded build seems to be wonky or is not in my opinion representative of the build and seems to be missing some features, here is a html toward a downloadable version of it https://tonysayshi.itch.io/36overflows. Since this game Jam doesnt have any prize or ranking that i'm aware of, I hope nobody minds about this update.
Please still rate it based on the version on this page, as it is the one turned in before the deadline. Tony's version has a camera + some AI fixes I couldn't include in the build.