Dope use of the time mechanic. I can see it going in so many directions. Here's a link to my playthrough https://www.twitch.tv/videos/1496823583?t=00h58m43s
Play masterpiece
Time Management's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #4 | 3.571 | 3.571 |
Fun | #6 | 3.000 | 3.000 |
Overall | #6 | 2.943 | 2.943 |
Mechanics | #7 | 2.714 | 2.714 |
Music | #8 | 2.571 | 2.571 |
Art | #8 | 2.857 | 2.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
That's one self-aware sword.
I've in fact used regular time in some parts of the game but as mentioned in other comments it's not strictly needed.
Also, some parts of the level were a bit too repetitive. I think some variation could juice these up.
I liked the pink though!
Conceptually slowing down time is pretty cool but there's not much reason to switch back other than for convenience, except in the part with the bouncy platforms where I found out it was easier to gain momentum at regular speed and then switch to slow time to clear the gap. Regardless, there's a lot of content in this game for such a short amount of time, though as of right now the optimal playstyle has virtually no use of regular time. Perhaps there could be some obstacles that make use of regular time, or a limit/cooldown to slowing down time to make things more interesting.
I like the idea but would have liked more obstacles that required fast and slow time. I also think the movement was too fast when in regular time (the point I know) but then too slow in slow-mo. I also couldn't get past the rafts on the purple swamp. They were way too fast and kept throwing me off. Aside from that and some animation/art hiccups, I thought it was a cool idea. Making a platformer that requires speeding up and slowing down time is neat. Good work on the submission. The thematic for the game was neat as well.
Leave a comment
Log in with itch.io to leave a comment.