Love the concept of stopping time like that. I struggle personally with WASD controls so wasn't able to get very far, but I could see what you were going for. Great job!
Weenie Walker Games
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I think the controller issue was just me; for as good as I am with computers, the number of random issues that tend to crop up that I have to solve is simply amazing. (I blame Windows, I guess.")
The one thing I would suggest to help with the theme is have the building look different when it is operational vs abandoned. Like I said, I tried hitting the time button but nothing appeared to happen. Wasn't sure if that was because I wasn't in the right place to hit the button or I just didn't notice the difference.
Thank you for trying it. May I ask if you read the instructions in the cut scene? Trying to see if it wasn't clear enough or if I could have made it more apparent. The chase vehicle stays in the present and follows the blue path so if you are in another time frame, the vehicle can catch up to you, but it won't catch you unless you jump back to the present. (Not sure how much of the chase vehicle will stay around as I move forward building the game, but if I can clear anything up should I keep it, I want to do so.)
Interesting idea. I had to read the comments to get anything to work as I was incredibly lost. The time jumping mechanic is interesting but in-world hints are sorely needed here. I also wasn't sure what my goal was so when something appeared, I called it; not sure if there was more to the game after that though.
Thank you for the comments. I agree with the slowness; I tried making it faster but without any buildings, it just didn't seem to register. (I ran out of time to add anything else; my prior prototype had buildings and it was interesting to see the building disappear as you switched in time so that part seemed to work.) I was trying to go for a charge-up system style, but I am also thinking there should be bonuses if you take the longer path.
I also submitted this for another jam where the theme was "escape" so I purposely didn't make it a loop but my initial idea was more of a Mario Kart-style racer but instead of shortcuts and speed mushrooms, you transfer through time to try and find the quickest route over multiple laps. Also, not sure why the cutscene dialogue didn't work. My brother and I quickly recorded it but dinner was ready and I didn't get a chance to dig in and figure out what setting I had missed.
Interesting concept. I'm not sure I saw the time travel but I really struggle with the WASD controls (and my controller ended up not registering while I was fighting with my Norton even to allow me to open the game) so I may not have reached a time travel checkpoint. Still, I really like the concept and the spin move/hover jump thing is awesome. Great job!
Thank you for trying it and the comments. The prior prototype I was able to add different styles of buildings to help make the time periods distinctive but I had family visiting and lost a good chunk of my weekend development time. (Trying to keep my wife from getting mad at me for sneaking away to work on it.) I definitely want to put the effort in to make 3 distinct time periods so you get the sense you are driving and the city has built up around you or something depending on which time frame you are in.
Thanks for trying it. Yeah, I had this idea about 4-5 years ago as a racing game based on the movie Back to the Future and specifically that scene at the end of the third movie where the Delorean jumps in time and suddenly the bridge has been built. (I also grew up living on a cul-de-sac that about 40 years earlier was a complete road until the highway came in and cut it in half.) That's ultimately where I want to take this where the road dead ends in one timeline but if you jump times, you can keep driving.
Thanks for the comment. Yeah, I ended up running out of time due to life events and didn't add sound effects. (I tried adding the voice-over but didn't appear to work.) I agree about the speed; I tried adjusting it but not sure I understood the more "mechanical" aspects of the car controller tutorial I followed. I also think if I had added buildings it would have also added a greater sense of movement too.