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Aski's Temporal Tangle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #73 | 3.000 | 3.000 |
Audio - Does the game have nice sfx and music? | #104 | 3.125 | 3.125 |
Overall | #120 | 2.962 | 2.962 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #120 | 2.875 | 2.875 |
Gameplay - How fun is it to play? | #126 | 2.688 | 2.688 |
Graphics - Is the game aesthetically pleasing? | #131 | 3.125 | 3.125 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A good entry, I had fun. I like the feel of the dungeon, really dig the mood. My favorite moment was near the beginning when I clicked on the torch and it was a secret. I love stuff like that. Then I found the wall that was textured differently than the rest of the game (in a corridor) and some traps through the ground, it was good. Honestly I'm not sure the monsters added anything to the game though, I figure a few more trap types and puzzles instead probably would have been stronger.
We envisioned the monsters so when you travel to the "future" you'd find their remains - the bones you get to when you go to the first teleporter, when you enter the teleport, you find the enemy where the bones were because you are now in the past. You can also avoid the second enemy by bypassing him in a secret wall. The rest of the enemies are a bit stale but they make you collect the potions so you survive.
Thanks for the feedback, I'm glad you liked the puzzles and secrets.
Fight is good. But room with floor traps was kind of hard for me. With visible cell borders, this would be easier. Good work!
Thanks, happy to hear that you enjoyed it!
And yes i mean the room with floor traps is pretty hard, we thought it would be easier
I feel like you could have put the hint somewhere more obvious. The puzzle you need to progress should have a hint somewhere people would not miss. Other than that, it is quite good.
Yeah it is quite hidden, originally we intended the hint more optional, we wanted to make the fake floor puzzle to be doable even without the hint and the hint would just help you solve it faster. After some testing we realised that the fake floor room is kinda hard without the hint but because of time we never bothered about changing it. Otherwise I'm happy to hear that you enjoyed it!
I love me a good dungeon crawler with lots of levers, spikes, and puzzles! Really enjoyed that!
Combat was a bit repetitive but not terrible.
Overall, I really enjoyed this entry. Great work!
Thanks! Happy to hear you that you liked it. I'm gonna look into the combat a bit more later. I personally think that the puzzles are the most important part of every dungeon out there.
Nice cypher in there, it made me sit down with a piece of paper and write everything down. Lack of feedback from enemies/attacks and overall repetative combat make it a bit less satisfying. Nice wall graphics, btw, seems very high res :)
Boss was unkillable for me, unfortunately :(
Thanks! The enemies actually have feedback, but it has a bit of a delay so it's pretty weird tbh. I'm glad to hear that you liked the cipher, we were not expecting a lot of people to like it. And yes the boss is unfortunately unkillable :(
Yeah, I saw that feedback from the monsters, but it was also lacking a hit sound, only weapon attack sound was playing, so it felt a bit disconnected.
I loved cypher as it was easy enough to decypher, but long enough to actually get into computational mood, when at the middle of the text you actually automatically process all the characters because you know their mapping. Length of this cypher was exactly right for my taste :)
That's a cool concept. I didn't realize you could use potions to enhance your stats permanently, so I tried to save them for a boss.
Yes we should've specified that the potions are permanent, but thanks i hope you enjoyed it even tho the boss was unkillable.
Hmm. I pulled the lever (torch), but the gate didn't open as expected. So I hunted around and clicked every brick, then drank the strength potion and clicked the torch a bunch more times. No doors or passages opened up, including the obvious gate in front of the torch. What am I doing wrong?
You need to click the torch and then click on the door itself lol
I clicked the door so many times.
if it does not work you can try clicking into different parts of the door. I'm 100% sure that the doors can be opened
Felt pretty smart after solving the floor puzzle! The combat was a bit slow but I liked the vibe the game had going for it! The secret walls were a fun surprise too
Thanks! I'm happy that you enjoyed it.
The map felt like pretty well done. Art too. And of course 2 piggies that splashed on my screen
Thanks for the feedback, the piggy is meant to be a turtle.
The little pig jump scared me lol
Nice haha. I hope you enjoyed it no matter what jumped on your screen lol.
Overall the game is fun.
There might be a couple of bugs, though', including the giant boss just attacking once then it stops and you can attack it as much as you want and he won't die (I just checked the page and saw you mentioned it). Turning near spikes sometimes damages you and one enemy seemed to kill me because I engaged it from behind, then I made no damage. Finally the grid door for the yellow key, it does not literally open, you can just walk inside (in fact I did not any time try before triggering the levers, so I have no idea if triggering the levers do something or don't).
But enough with what are probably bugs, the combat is not particularly engaging, but movement is pretty good and you built a proper dungeon with spikes, levers, keys, a fun code riddle and the two dimensions which fit the theme but are also fun to deal with, so I had good fun exploring it.
Thanks for playing our game! I'm happy that you enjoyed it! This was our first jam after 7 months of game development so yes, sadly there some bugs. The levers actually do something, you need to trigger them in a certain pattern to open the door. The unkillable boss is my biggest regret because we never play tested it properly (we have playtested a lot but i was too lazy to kill the boss so i just set his hp to 0 through a script to see if the wall behind him opens).
I've already fixed crap ton of bugs, even the bugs you are mentioning. We will release the fixed version as soon as the judging period ends ofc.
Check out my live review at https://www.twitch.tv/scalphamission