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A jam submission

Temporal TempleView game page

Working with moments of your past self
Submitted by okAi (@okaiArt) — 7 hours, 28 minutes before the deadline
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Temporal Temple's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#34.0334.033
Technicality#34.1114.111
Gameplay#53.9443.944
Visuals#54.3334.333
Creativity#74.1114.111
Audio#133.6673.667

Ranked from 18 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.

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

Took me a while to understand how to play (like 5 minutes :s) but once you did it was a lot of fun. Very nice puzzles that can be hard sometimes to solve. Challenging. Awesome art and chill music. Well done!

Submitted

It's difficult to execute well when working with a complex idea but you really pulled it off!

Submitted

The puzzles are super challenging, but very fun to solve. I really like the rift mechanic, because it's very unique, and you use it very creatively in your puzzles. The graphics look very nice, and the levels are well-designed.

I actually think you put in slightly too many controls in this game. In particular, the grabbing mechanic felt very unnecessary to me, as the game would have stood fine without it. Maybe it's just personal preference, but I think puzzle  games shine best when you focus on a single mechanic, such as the rift, then build your levels around that. The grabbing felt like it was overcomplicating the gameplay. I also would've preferred jump on W and push/pull on space. Moving my index finger between the D and E keys feels very awkward, since it causes the player to stop whenever they want to grab a box.

Overall, excellent game with some great puzzles. I managed to solve all of them except the last one.

Developer

Yeah, the last level is a bit of a doozy, although similar to the one where you learn about Rift sizes and grabbing. 

I knew that I had a lot of different controls, and that puzzle games excel with small amounts of mechanics. Grabbing became a less complicated version of jumping on top of boxes to be moved, which proved to be a challenge programming wise with all the different actions that could happen, via recordings.

Although, it proved to be difficult to create unique puzzles without introducing new mechanics. Since of how free form the rift is, many of my level designs didn't make it for how simple they were to break.

Submitted

Hi! What a cool concept! The art style is great and details like the squash and stretch take it to a next level. I also really enjoyed how you handled jumping right next to a step and taking you right to the top.

Unfortunately, I can seem to get past the level where the bigger recording area is introduced, the recording seems to stop working for me. The grab mechanic also leaves me stuck.

I'd love to see the rest of the game if possible! Great work!

Developer

Technically, there is a hint for that level within the images for the game, which tells you where to place the rift / move around in it. 

The grab mechanic will grab onto the nearest box, and move you with it. So, if a past recording is moving a box, you can grab it and move along with them. My fault for not having a good explanation for how this works, most of my detailed descriptions are on the Itch page itself.

What do you mean by the recording stops working?

This is why I included a skip level, since I know not all of them are fair difficulty wise. Hopefully this information helps!

Submitted

Okay, it was my bad, I did not figure out that mechanic. If I tried to grab a box in the real, not recorded world, I would be unable to let go.
Huge fan of the concept and execution here, the later, timing based levels we're giving me a lot of trouble, even trying to move along to the beat of the soundtrack the door shutting hitbox felt a bit large.

Developer

You can jump off of a box when you're grabbed to it, which is why I have the jump direction on the top of the level. Still my bad for not explaining thoroughly. 

And I agree, the timing level with jumping onto the platforms is probably the hardest one, since I didn't have enough time to change how the collision worked to make it more lenient. The best advice I can give for it, is to give yourself some sort of visual que, maybe crouching twice right before you're going to move off the button. Even then, it still it very difficult.

Submitted

I did try that, but my timing sense is also quite poor xD

Submitted

Really enjoyed the art,  movement was superb, puzzle design excellent!

(+1)

This was an excellent game. The art was very polished, the movement felt fluid, and the mechanics were well fleshed out. Every puzzle felt unique and some of the "aha" moments were wonderful. Very good!!

Submitted(+1)

Loved the game, the art is so good and gameplay is even more good. Loved playing it!

Submitted

I think this will be the most original game I have played this month.

Developer(+1)

Thank you :) My goal was to create a unique time mechanic, since I figured a lot of other games would use time rewinding / stopping. I'm glad that you found it original!