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Sinking in Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cinematography | #2 | 3.455 | 3.455 |
Overall | #2 | 3.250 | 3.250 |
Audio & Sound Design | #3 | 3.182 | 3.182 |
Storytelling & Theme | #4 | 3.000 | 3.000 |
Visuals & Art Direction | #5 | 3.364 | 3.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Game Maker, Aseprite
How does your game fit the theme?
The protagonist finds himself in a desperate situation where time becomes his greatest enemy, with every passing second bringing him closer to death.
Story / Context
The protagonist ends up trapped in the depths of the ocean after a shipwreck. Overwhelmed by fear and despair, he finds himself in a situation where rescue is uncertain, and every passing second could either end his life or save it.
Proof of Real-Time Rendering
I composed the scenes using several interconnected codes. While designing the environments, I implemented scripts in specific objects that can be moved using the right arrow key, returning to their initial position right afterward. This doesn't compromise the main experience but makes them sufficiently noticeable.
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Comments
In this cutscene, you could truly feel the despair. This was well conveyed through both the visuals and the audio. The style is minimalist but well-executed and effective. The audio also plays a key role in setting the ambiance of the scene, with the heartbeat you briefly hear, signaling the rising tension and urgency of the characterās situation. The subtle visual and textual hints make you think about what has happened and what might come next after the scene. It could work very well in a game as cutscene between parts.
Perhaps the text was a bit too quickly at times, making it harder to fully take in the visuals alongside the dialogue. However, I understand that with the time limit and the short duration of the jam, it was challenging to time everything perfectly.
All in all, a beautifully dramatic and somber cutscene for our jam. Well done!
this was awesome, i loved the art!
Iām genuinely happy that you enjoyed it! Thank you so much for the feedback!
Wait, what suit? What did I miss? Very minimal but very well executed.
Thank you for the feedback! Haha, the character was sitting at a kind of table, but due to the perspective, itās only visible at the end. I left it implicit that the suit being referenced was in the security room marked on the map, but it seems it was too hidden. I hope it didnāt hinder the experience too much
I love this cut scene, the visual, art and music is really great!
Thank you so much for the feedback! Iām genuinely happy that you enjoyed those elements
Game Maker Gang o7. Super cool aesthetic, I really liked the use of blue as an accent color it really made things pop and the dithering is very clean looking and unique. The pacing is very well done and lets the viewer sit with a scene for just long enough before advancing the story. I never felt bored or rushed and when the final scene came I was disappointed that there wasn't more to come. It's a tricky balance to strike and you nailed it imo. My biggest criticism is that the writing is kind of heavy handed and meh. I felt it detracted from the rest of the scene and that the scene would have been more powerful with minimal text or more-open ended text. Not sure if that makes sense. But overall this was sick, I dig your style, and this feels like a great intro to an underwater escape metroidvania or something.
Haha, welcome to the Game Maker meeting. Thank you so much for the feedback! Initially, I considered reducing the amount of text, as I also felt it might interfere a bit. However, my hands were tired, and I couldnāt fully meet the scene's demands through pure art, so it was the only alternative. I hope it didnāt detract too much from the experience, and Iām glad you enjoyed the scene, thanks for your kind words!
I love how you show the despair of the character- also the little twist when the dead firend is shown. I could totally see this cutscene in a game. Its also nice that you tried to make interesting perspectives - like seeing from the viewpoint of the character. For the rising water I would suggest a different sound but the music is subtle and fitting.
A very atmospheric and interesting cutscene. I would love to see more!!!
Thank you so much for the feedback and the kind words! Iām glad I managed to create that atmospheric feeling, as it was the main goal during the scenes. However, given the time constraints, I was worried I might not have conveyed it with enough clarity or emotion
The various perspectives and monologues are cool! I like the way it shows the stress of the situation the character is in
Thank you so much for the feedback! Iām happy to hear that the multiple perspectives were well-received. The character's tension was indeed my primary focus for immersion
Really good! Since this is a cutscene jam, I loved how this would neatly work between two gameplay sections. Like you can see, the next thing is player searching for the suit. Really sells the feeling of determination too.
Great work!
Thank you so much for the feedback! That was exactly the feeling I wanted to convey, a brief pause between two sections of the game (perhaps the beginning?). It was really challenging to achieve this in such a short time, but Iām glad it worked