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TimeMerge's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #3109 | 2.667 | 2.667 |
Overall | #3612 | 2.315 | 2.315 |
Fun | #3737 | 2.111 | 2.111 |
Presentation | #3853 | 2.167 | 2.167 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Joining 2 different space-times together to aid you on your mission!
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Dude, condolences about your artist. That really really sucks and I think you did an amazing job all things considered. Mad respect to you for not giving up and pressing on to finish the jam.
The idea seemed really neat to me! I think the main thing the game could use, perhaps in a post jam update, is a bit of a learning curve. The commander introduces the time mechanic, the motion mechanic, and the shrine mechanic all at once, which makes it difficult for the player to understand what each of those things does, and the buttons for it. Further more, it feels like there's way too many projectiles for a first level, making it very daunting to new players.
I feel like reducing the amount of projectiles and spreading out the three mechanics across the field for a full on applied tutorial would take the game to a whole new level and make it very accessible to all players :D
Of course, I completely understand you weren't able to get this done because of the circumstances, and there's no problem with that! You did the best you can. :D Consider this feedback as just a suggestion for some things to tackle should you choose to do more work on this after the jam :)
Once again, congratulations on finishing the jam despite your team's circumstances! Best of luck in future projects!
-Sasha
Thank you so much <3
I think the biggest issue was all the time I lost after he told me he is leaving because I thought it was the end and just gave up. It wasn't until 6h later that my friend told me I should finish it regardless (which I'm so happy I did!).
Yeah, the game is way too hard, and I think the fact that the "art" isn't helping was an additional level of complexity the player needed to navigate. I plan on updating the game with "proper" art (if you can call my drawings art lol), and actually taking time to construct the tutorial and general design part of the game so it is easier to digest (like you said).
I honestly wasn't expecting a single person to play this, and to receive such positive feedback is really giving me the motivation to keep pushing forward solo.
I can't thank you enough!
I'm sorry, I'm not sure I understood the goal of the game, I was just wandering around pressing spacebar but I don't know what I was supposed to do, was there another shrine somewhere?
Once I have an updated version, it should all make a little more sense :)
Interesting concept and well done doing it solo!
Thank you!
Pretty fun game! Great work considering your tough situation with the artist. I'd love if you checked out my game too!
I am so sorry to hear that the artist on your team wasn't able to complete the game jam. What you have made, given all that stress and failed expectations, is still pretty good! I've looked at fifty or sixty games so far and this is the first one I've seen with such pleasant, readable text. The animations on the text are quite good and the game as a whole was fun.
Good job making it through the game jam! Especially good job on working past the art difficulties!
Thank you so much! I really appreciate the support. I'll be honest, I didn't think people would actually play it!
The dialog system was actually a plugin called Dialogic which is amazing and made it so easy :)
Little confusing on what past / future mean at the beginning, but its a cool concept! Possibly new features being able to place some walls down in a previous level to use them again in the next one?
Woah! Someone played my game... Thank you so much :)
That is a brilliant idea! Like, OMG that is amazing! Maybe having the player start in the past, and put up walls as you said, but then having them replay the "same" level in the future where things are broken down, and they can use that ability to bring it back. This also means they are more familiar with the layout of the level which should make for some interesting strategies. I can't believe I didn't think about what, you are a genius!