Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

it's unfortunate that it wasn't finished because it's a very cool idea and maybe overambitious for a 3-day game jam! for those who haven't figured it out, you can hold Shift in the facility to show boxes from the past, and then middle click for the drone to pick them up. you can then guide the drone with middle click again, or just left-click and let it follow you. then in a good position, press Q to ask the drone to let go (without holding Shift). however the physics are problematic which makes it impossible to complete

i've seen this type of mechanic before but it's actually quite interesting that in your game, only the drone gets to change things in the past, yet your present character gets to CHOOSE if those remnants should physically interact with the NOW or the PAST, in real-time. with more moving parts and drone commands, you can set up some pretty mind-twisting parallel puzzles this way. good job!

(+1)

im happy you think the concept was cool! this was the first game jam ive ever participated in and i learned a lot through the process

i want to believe the scope was actually doable within the time limit, and that i just didnt correctly utilize the time i had (90% of the coding was done within the last 20 hours)
i think part of my issue was perfectionism in trying to refine unimportant aspects (i spent 5 hours just modeling evil, for example) and another was the speed at which i work. never being under a time constraint before meant that i didnt really realize just how unoptimized and slow my workflow was

regarding the physics issue, i dont believe its possible to beat the level even without physics, as you cant jump up the height of a box which means you would need a straight bridge across and there just isnt enough boxes for that. i did consider locking rotation on the boxes which would make it possible, assuming you could jump high enough, but that would end up looking very strange if you happened to stack boxes by just barely having their edges overlap
if you have any ideas as to how i can improve this interaction im open to hearing about them, as im still going to be working on and improving the game post-jam