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A jam submission

The Special Time Fixing UnitView game page

Pass the trials to enter the Special Time Fixing Unit
Submitted by Beetruth, MyStupidFace, Nautiluum, Daniel Galili, Bobbybear007 — 11 hours, 6 minutes before the deadline
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The Special Time Fixing Unit's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.9833.983
Visuals and Sound#34.0504.050
Fun#33.9003.900
Creativity and Theme#44.0004.000

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

this game is solid! fun mechanic that's satisfying to see build through the levels. i liked seeing the little quirks in my movement stack with each time travel.

the character design is clean and the idle/running animations are beautifully smooth! at one point i was just running against the wall so i could just study it lol. visuals read well although i wished for some extra flair in the other assets that i'm sure would've been added if there was more time.

Developer(+1)

Thank your for your comment! Creating, rigging and animating the 3D model took up a lot of my time during the jam which left me with less time then I'd have liked for the level assets, so I'm glad you enjoyed them.

Submitted(+1)

Really good game. Reminded me of Talos Principle.
Sometimes you can push yourself under the map if you stand in the wrong place at the wrong time. Other times it just kills you. That is the intended thing to do I think.

Submitted(+2)

Very nice game.

Submitted(+2)

Very good concept with time travel 

Submitted(+2)

Great soundtrack! Great visuals! Great concept!

Submitted(+2)

That's amazing!! Love the gameplay and soundtrack!! 

Submitted(+2)

That's amazing!! Love the gameplay and soundtrack!! 

Submitted(+2)

Very good and polished. Great job to the team! (Man, I miss flash games.)

Submitted(+2)

sick. this was sick

Developer(+1)

Thanks for playing!

Submitted(+2)

This is a really cool concept for a game, and the puzzles using it were very well designed.

I had a few minor frustrations though, mainly that I would often realize I made some kind of mistake late into a level and would have to redo the entire thing to correct it. Maybe there could be some kind of ability to delete or redo the last iteration?

Also the movement felt a bit clunky, but that's fairly minor for a puzzle oriented platformer.

Overall great game!

Developer(+2)

Thank you so much for playing! And yeah I do agree, the movement can feel quite clumsy, I wasn't able to add coyote time and jump buffering because of issues with the past selves (past selves are handled by recording the player input and sending that to a manager which adds the input sequence to the next past self. Jump input was particularly difficult to handle)

Host(+2)

THIS IS SO COOL! I got a good chuckle the first time I used the time travel mechanic, because when I did it, my past self ended up fucking my present self over lol. The concept is sick and I'm glad there's a bunch of levels because its super fun.

There are a couple things I took note of:

- If you have a bunch of clones running around, it's really hard to tell which of them is the "present" version of you.

- The platforming is pretty clunky and I think that it holds the game back a bit. It was fun racing against my own past self but it became a little frustrating when I missed jumps. This could be solved easily with the traditional coyote time + jump buffering, and maybe some accel/decceleration to make it smoother.

- Timing is pretty finicky. I often found myself waiting for a while on buttons just to give my future self an opportunity to walk through gates. Perhaps to solve this you could make it so that clones just sit in place indefinitely after their time runs out, instead of disappearing. Not sure if this would lead to level design issues, but its worth trying. It's also pretty hard to "line up" my actions in time with the past versions. I thought that maybe at the bottom of the screen there could be a timeline that shows each clone's lifespan lined up with each other, as well as showing the key actions that they did and when (like hitting a switch, jumping, rewinding, etc). This would help avoid those failstates that are caused by the player being off just by a second or two. Maybe you could also add a slow-motion mechanic too? So many possibilities.

Banger soundtrack, and the character is so cool looking. STFU!!!

Developer(+1)

Hi, so glad you played!


If you have a bunch of clones running around, it's really hard to tell which one is the present version of you.

Thanks for telling this, we basically just had a green arrow over the present self and the past selves are translucent.

The platforming is pretty clunky and I think that it holds the game back a bit. It was fun racing against my own past self but it became a little frustrating when I missed jumps. This could be solved easily with the traditional coyote time + jump buffering, and maybe some accel/decceleration to make it smoother.
I absolutely agree with this. Before I coded the time travel mechanic, the player controller had jump buffering, coyote time and variable jump height. But this cause so many issues with the "past selves" that I had to regrettably remove it :(

Timing is pretty finicky. I often found myself waiting for a while on buttons just to give my future self an opportunity to walk through gates. Perhaps to solve this you could make it so that clones just sit in place indefinitely after their time runs out, instead of disappearing. Not sure if this would lead to level design issues, but its worth trying. It's also pretty hard to "line up" my actions in time with the past versions. I thought that maybe at the bottom of the screen there could be a timeline that shows each clone's lifespan lined up with each other, as well as showing the key actions that they did and when (like hitting a switch, jumping, rewinding, etc). This would help avoid those failstates that are caused by the player being off just by a second or two. Maybe you could also add a slow-motion mechanic too? So many possibilities
With the clones sitting indefinitely, it cause a variety of problems such as paradoxes in the future (if a past self is standing where a moving platform is and it crushes the past self, you'd cause a paradox) or level design being limited.

A timeline is a great idea! If I'm allowed to, I would add this. Can't believe we didn't think of this lmao

Thanks so much for your feedback and thanks once again for playing!