Thank you for your kind words! The first patches will be bugfixes and refactors for sure, the backend started looking like a mess towards the end as time was running out haha!
Pale Deer Studio
Creator of
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Ah, yes, I do like myself a bit of bullet hell! This is a great use of time travel, at first I found it really hard to use effectively, but as your mind adapts to how the projectiles move through time in relation to you it gets more and more intuitive. I personally find it unwieldy that you can't shoot backwards and have to wait for enemies to pass in front if they come from the bottom of the screen, but it does force you to dodge and not instantly spawn kill! Overall great success, I like it!
[From David AKA Goruku, main game designer and time programming]
The original time travel idea comes from one of the solutions to the grandfather paradox with alternate timelines. Essentially any act of time travel creates a new pocket reality and you may never come back to your original reality (since coming back is itself a branch, it didn't happen the first time). This allows you to influence the timeline without influencing your own past, because that timeline's version of you is not YOUR past, thus the grandfather paradox is avoided.
In that framework, the possibilities are technically limitless, you can branch at any time anywhere, to any existing branch, and this becomes more of a logistical problem: you would have to keep the state of the world in memory at any time, every time, which is not sustainable.
This system has been a long-standing fascination of mine with time travel and I've been wanting to implement it for over 4 years, the fleshing out of the idea only happened earlier this year where thoughts about implementation limitation were conceptualized, although unfinished
A side solution is the system in 5D Chess with multiverse time-travel, but I personally dislike the movement between realities since in my interpretation that would branch too. I did hear about Quantum League and seen some gameplay, but I don't recall it being a source of inspiration for the pulse system itself (surely it may have influenced though), the replay of instructions was a side product of memory limitations, but it was mainly inspired from the replay system Blizzard Entertainments uses for their RTS, of all places. To save on replay size, and since their gameplay is entirely deterministic, they only save the world state at keyframes, and replay inputs all stored chronologically in a big text file. We have a similar system but are running concurrent replays (what you play is actually a live replay of your timeline)
The pulse system is born of a need to only save the state of the world at specific points in time, since doing it every single frame or fixed interval would be unsustainable. The benefit though is giving fully functional power to the player's jumping capability without compromising the time travel rules by limiting the jump window and scope, it also provides players agency and choice as to their usage and resource management through time.
They can go in here, we are very much interested! We do know the gameplay is rather lacking (see inexistent) right now since we only started combat 2 days ago, the time travel mechanic itself took most of the development time. If you have any crazy ideas for the bucket list, feel free to share them!
You may see some of these crop up later in development!
A Jam about time
In its shortest description: Time traveling roguelite top-down looter shooter with branching timelines. Gunfire combat with near insta-death PvE, but with player precognition.
Beacon system: place a beacon to go backwards in time to the moment it was placed
Two options: Move your body backwards, this splits the timeline and adds instability
Move your mind backwards, this doesn’t split and doesn’t add instability: akin to savescumming
Placing beacons, or pulsing spends fuel.
Killing enemies rolls for loot (retroactively)
You have a primary (blue), secondary (orange), passive (two green symbols) and a fuel spender (up to 2 purple symbols). You find as you defeat enemies (kind of an arena looter-shooter) and the purple fuel that's dropped from specific enemies allows you to time travel or manipulate the battlefield (slow down local time, speed it up, precognition and timeline splits)
Artstyle:
Shades of grey for environment/enemies
Yellow for time travel or precognition
Blue for primary
Orange for secondary
Green for passives
Purple for fuel
Red blood?
Weapon Platform
Primary
Sniper Rifle
Shield
Pulse Rifle
Arc Drive
Auto Rifle
Gore cannon
Gather gore and shoot it (extra chunky)
Tether Lazer
Place spike on the ground, a lazer/plasma beam extends from the spike to you and cuts stuff up
Lethal Grenade
Secondary
Sidearms
Flak cannon/shotgun
Extendable saw blade
Utility grenades
Flash, stun, smoke
Back Booster
Speed boost
Bullet destroying pulse
Passives
Invisibility
360 Vision
Blow up on death
Recharge speed (overdrive)
Bleed
Corrosive
Holding charges up weapons
Speed on kill
Fuel Spender
Slow Grenades
Speed Grenades
Beacon
Pulse Emittor
Pulse grenades
Warp Drive
Time Travel
To avoid paradoxes, every time you create a copy of yourself, you must split the timeline. Any action, on your past self will not affect you since they are an alternate COPY of yourself. Precognition, or warping your mind, does not split (gameplay wise, a savescum)
Story
You start locked a room, a few moments later, a frame like you with a smaller identifier warps in your room. You kill them and gain the key to exit as well as your base loadout. After defeating the waves of enemy, a final door opens with a fuel spending device. If you use it, you are warped back to the start and instantly killed. Camera pans to the killer and another playthrough starts