Nice entry! Needed a little polish but i love the game concept! I think the graphics are pretty nice too! For a gamejam entry, really impressive!
Play game
Time Slicer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #264 | 3.828 | 3.828 |
Theme | #594 | 3.276 | 3.276 |
Game Design | #617 | 3.172 | 3.172 |
Overall | #650 | 3.092 | 3.092 |
Innovation | #698 | 2.966 | 2.966 |
Audio | #793 | 2.724 | 2.724 |
Fun | #956 | 2.586 | 2.586 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
You can rewind time
Did you write most of the code yourself and made all the assets from scratch?
Most of code used is mine, however used:
EzySlice
Freesound.org sounds
Comments
Ok. I reach the level with the ball, but can't find the solution, will try again later. The mechanic is interesting. The vfx on the sword is awesome. However the combat feels uneven. Sometimes I just kill the skeleton in one slide, and sometimes the sword does not harm them at all.
Another thing: the retry feels sooo slow. The warp effect is cool the first time, but after retrying 5 or more times a level, would love it be able to skip it.
The levels visually simple, but you made a good job with the illumination, making them feel like caves. Good job!
Anyway, I think there's room for improvement to make it a great game.
I can tell this is a very ambitious game, maybe a little too ambitious... The graphics, especially the sword and its animations are really well done. However I ran into many issues that hindered my experience of the game:
- The framerate is very low, which would be fine on its own if it weren't for the fact that the mouse sensitivity is very low as well, making the game have no sense of momentum.
- The audio in the opening cutscene is almost inaudible.
- Sometimes I die for no reason (sorry if I missed something, but I feel like I often die for no reason?)
- Going back to the main menu after playing doesn't re add the cursor meaning you are essentially softlocked.
- The scene loading animation itself looks very nice, but how it starts playing and how it ends is very glitchy and doesn't play right.
- The skeletons seem kind of weird? I don't know I think they should have sounds for attacking, etc.
Listing all these issues sounds harsh but its because I think if the game didn't have them, it would really be a great game, as I think you guys are on to something interesting with this game, I'd like to see you guys work on it further.
Sorry for my late response! Thanks for your feedback! We're planning to continue working on it and the fixed version is coming soon, along with one more level that we didn't have time to finish.
Personally, I didn't encounter any frame rate problems, even on lower-end PC's, but I have to agree that the game isn't optimized well.
The softlock bug was discovered a few minutes after the jam ended, It was somehow missed in the playtesting.
Scene loading animation is sometimes glitchy because I had to patch a bug related to it quickly in the last few hours and ended up layering two of them because of alpha channel issues and apparently Unity didn't like that.
The combat is broken, but it doesn't really have an easy fix. I needed to make the skeletons harder so I made them deflect the sword, which made them too hard.
Nice concept! Was fun to play until I noticed that I couldn't enter the portal, tried killing the skeletons but the hit registering were hard to grasp. The cutscene at the beginning feels weird since there was no sound/dialogue and wasn't skippable.
I liked the effects & visual style and effect of the sword!
It's a bit buggy in general, but with some work I would really enjoy playing this kind of game :)
Graphics were a strong draw, controls were decent, and the theme was there. Little bit of a slow start, but it has potential with some more polish. Great work!
The game concept is cool, but I think it needs some more time to get the execution to be better. The sword slicing being the main mechanic feels really slow and hard to use, especially considering it doesn't always register a hit. Graphics were nice but I think performance could be more optimized, considering the art style. Overall nice job.
Thanks for your feedback! We're still working on the game, which will hopefully feel a little more reactive. We're also trying to address the slicing issue, but that has to do with something inside of EzySlice library. Personally I haven't really encountered any optimization issues, even on an older laptop without a graphics card, but we will do our best to fix them (maybe change the lighting to baked only, without the realtime shadow calculations?). We hope to release the (hopefully) full-working demo-game (only cave levels) soon.
-bajtix
I like this game the graphics are nice it was a bit laggy tho because my computer sucks GJ
Tried playing the game, but it crashed.
I then restarted, but the mechanics of the game really didn't work for me; the slicing with the mouse required a lot of travel and felt floaty; didn't know if the slicing was working or not (top plank was cut, the bottom one didn't respond after a few tries), so I gave up before getting through the path I'm afraid. Before the level started, the 'goal' screen felt slow; I wanted it to continue, so you might want to change the pacing there as well.
Nice concept! Really like the aesthetic you have going on. The colors during the stage switch are a bit much for me, but I respect the fact that you put in a "reduce flicker" option!
I love the trail effect and glow on the sword! This looks like it could be a super fun game, but my sword moved at a snail's pace each time I swung it. I wonder if it's supposed to be like that or if it's a frame rate issue. Either way, great entry! Check out our game if you haven't done so already! We'd really appreciate a visit.
Cool game, it looks really nice. I do think the intro and the time it takes to start a level is a bit long. Other than that great job!
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