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A jam submission

TimeShiftView game page

Puzzle Platformer with Time Dilation Mechanic
Submitted by jevans2497 — 3 hours, 38 minutes before the deadline
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TimeShift's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#1533.5313.531
Innovation#1573.6253.625
Audio#1573.5943.594
Enjoyment#2383.5623.562
Overall#2663.4533.453
Theme#4583.3123.312
Visuals#6453.0943.094

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
The game takes place on a strange, unfamiliar planet where time doesn't seem to behave like it normally does...

What code and assets did you not make from scratch during the jam (if any)?
I wrote all the code, programmed everything in Unity, created all the art assets in Aseprite, and my friend made all the music and SFX. Everything was made from scratch for the jam except some arrow key assets used in the tutorial.

How many people worked on the game?
2

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Comments

Viewing comments 29 to 10 of 29 · Next page · Last page
Submitted(+1)

Well done on your first game jam! I like playing around with time as a concept, and you used it to create some cool puzzles using a variety of objects that behave differently under different time circumstance. I think you were successful in onboarding me into what each component does, so I was never confused about how anything would behave. 

I struggled a bit with some levels. Level 3 and 4 and 7 were my biggest hurdles because of the very precise timing needed. Level 9 took a while to figure out what I needed to and I nearly gave up there, but I'm glad I didn't because the ending sequence is really well executed! And I also then found the levels I struggled with the first time were easier on a second playthrough, so it seems like the precision platforming is something that you get better at the more you play. 

Nice job making it all from scratch, too!  

Submitted

Well done. Art, despite being basic, serve it's purpose. Gameplay is working, each level is unique and simple in it's core. I misunderstood controls first and expected it to hold shift to absorb and then press to release, not sure why. And first levels can be completed without holding it inside at all. Also not enough time for mee to read text. But for the first jam it is pretty solid anyway. 

Also maybe you shouldn't focus on doing everything from scratch. After all you using whole engine anyway. Making a good game is more important.   And if some assets for background or simple logic was borrowed (legally of course) and saved you time for better game design or story why not use then? It is bed only if main "selling point" of your game is borrowed. IMHO of course.

Submitted(+1)

This is really well designed, especially as a first time game jam entry. The puzzles in each level were clever, and I love the added detail of the music slowing down and speeding up too. Great work!

Submitted(+1)

The mechanic was really neat! The end sequence was fun and I really liked the effect on the ending speed energy thing. Great job!

Submitted(+1)

first ever game jam game and third overall? you have some serious game design talent, congrats on this amazing entry! the main mechanic is a great base and the level design uses it smartly. i had some levels where i had to think for a few moments how should i approach this and then i had some levels where i just lol'd it and it worked, but hey, one week jam and you did 10 levels and a whole post game section. it's super impressive, keep making games and have fun doing so, congrats!

Developer

Aww thank you for the kind words! I really appreciate that! It was a lot of work but I'm glad you enjoyed it!

Submitted(+1)

Very fun game to play, I loved the levels, mechanics visuals and audio, amazing job making all of the things from scratch! great job!

Submitted(+1)

Enjoyment: Oh boy! First off I really had a blast playing through it, after I got to the actual gameplay. The difficulty was well balanced and the progression well designed. However a small detail nearly made me stop before starting, at the very start with the starting dialogue, I had the impression that I was stuck at "Where am I". I had time to hit every key on the keyboard and nothing happened. I reloaded the page, then tried waiting a little longer and the next text bit came, so I hoped that the initial dialogue was not toooooooooo long. You got to thank the comment section because, if not so many praises were present, I probably aborted my attempt. During playthrough I noticed later dialogues can be progressed/speed up by using shift - so after the credits (conviently placed again at the start) I tried once more speeding the starting dialogue with shift, but no success. I left that point out of the rating for enjoyment, since this is a very small detail, but I had the urge to express the potential downfall from those details. especially since the game is really fun and would have sucked if I couldn't give it a good rating.

Gameplay: Easy controls and straight forward mechanics, fast retry cycles, good difficulty. Gameplay is really smooth! I'm more a space to jump guy, always feel a bit wonky to press up to jump, but this is personal preference.

Innovation: I really like how the time shift affects the other parts of the map and given more time, you probably could do even more fun stuff with those mechanics.

Theme: The settings implements the theme well, being at a strange planet with strange time manipulating waves. 

Visuals: I really like the art - pretty consistent overall and got everything, particles, parallax, etc. . If I were you and wanted to know, what I could improve, I'd probably say this is the category I would spend it on, unless of course you wanted to add more levels. While the art is good, I see a lot of potential going further.

Audio: The music was good and I really like the SFX. I had the perfect volume level - but still the consideration for a simple staring menu/screen with a start button and a volume slider sometimes adds a lot to the enjoyment.

Propably the most interesting game in the jam I played so far.

Developer

Thank you so much for the very in-depth feedback! This is the longest, most detailed comment I think I've seen on itch.io all week so wow, really appreciate it!


About the dialogue, the way it works in that first scene is that it has a set typing speed but certain characters were slowed down for dramatic effect. If you hold any key after the dialogue starts, it does speed through it though, not just shift. I think you're right though that this could be confusing and it definitely would've helped to have something tell you that you can fast forward. Also, thank you for pushing through and playing the game regardless! It's easy to skip past a game jam game cause everyone's investment is so low so I appreciate that!


I totally agree about the art. I have been coding for 10 years and 5 years professionally, I have played music my whole life, I have designed many games (non-video games) over years, and have played hundreds of games. I have never been a visual artist whatsoever so this is definitely a whole new field for me that I'm currently not great at. Honestly, I've improved a lot in the last few months but yeah, I can't disagree with you haha. Planning on taking a drawing class next month but ideally, probably would be good to work with another artist in the future.


Thanks for playing and the feedback, I really truly appreciate it immensely!

Submitted(+1)

Love this game! The mechanics were super unique,  had a great time. Good work!

Submitted(+1)

This game was fun but frustrating at time. and I loved the art style 

Submitted

Really liked it, tons of heart and originality. Made it to the end twice.  The ending animation cycling three times confused me a little made me think I let go or had to let go. If there was some part of the animation that didn't reset it might be more clear. Also mechanically not sure about the half second or so delay after letting go but before time resumes. For tighter controlling maybe it should resume right away? I think this was done in unity, so you can also do Mathf.Lerp to make the transition into effects feel a bit smoother. That's my only real criticism, because the time effect is very start/stop, some of the timing tasks (like the jumping up from a box) one are kinda luck based. On my second cycle I considered trying to no-death the game but those levels make it effectively impossible.

Still, considering how made from scratch this was and how genuine and fresh it felt. I really liked this, moreso that games that are obvious and more "polished" but in that phony using tons of off the shelf assets and code kind of way.

Developer

Hey, wow! Thanks for the in-depth feedback, this is extremely helpful! And I also appreciate the comments about the heart and originality, I put a lot of myself into this and it was exhausting but really fun. It's also very kind of you to play it twice!

My friend and I discussed that the ending wasn't totally clear and I didn't have enough time to figure out a way to fix that but I think you're right, it's a bit hard to convey and we definitely could've done more. 

And I'm pretty sure time resumes instantly after letting go of shift. The code is setup so it triggers that instantly. Lerping would've been cool for sure too, but it should be instantaneous and I think that feels tighter. 

Thanks for the feedback, this is really helpful! I'll be sure to leave detailed feedback on your game later tonight!

Submitted(+1)

Really interesting!

The mechanics are fun and potential, and I do like the closure. Some levels do feel annoying to be honest.

Developer

Yeah that makes sense. It's definitely a challenging game and I feel that too sometimes. I appreciate the comment!

Submitted(+1)

That was super great! I love the time mechanics. I can't believe you made that all from scratch so fast!

Developer

I basically worked non stop for the entire week lol, I'm unemployed. It was a LOT of work haha

Submitted

Congratulations on your first game jam! The core mechanic is really creative, and you used it well throughout each level. The instructions and controls were easy to understand, and it felt very straightforward to get started. Difficulty can be subjective, but I tend to enjoy challenge-heavy games like Silksong, so I was able to get through it fairly quickly. I’m also an Aseprite user, so it was nice to see that being used. The ending credits were a great touch as well, clearly lots of effort were put into it. Overall, it’s a really strong concept, nicely done

Developer

Thank you! That means a lot coming from you, your game is awesome! I also loved Silksong and completed Pantheon 5 in Hollow Knight so I tend to make things way too difficult and I tried hard to scale back. You're the first person to say that it wasn't too challenging haha so thanks. And yes, I spent pretty much the entire week obsessively focused on making this and getting everything in that I wanted, it was exhausting but I'm happy with how it turned out for my first jam. 

Thanks!

Submitted(+1)

Super neat! I also love seeing any Aseprite representation since that was my go to for artwork as well. 

Submitted

Not working after dialoque cutscenes

Submitted

Really cool ideas here, especially for a first game jam. The time dilation mech is a strong hook, and you used it well in the level design. The puzzles were actually thoughtful; platformer design usually stumps me, so the fact that I was engaged instead of frustrated says a lot.

The particle effects looked great, too. That big combined one at the end was especially nice; you can tell you put real time into polishing that moment. Totally worth the 10-15 hours. Also, major respect for doing all the art and audio yourself. Everything felt consistent stylistically.

Submitted

Damn, the concept is pretty good. I really liked the originalitiy on the mechanic of skipping the credits. I am sorry I skipped them the first time It was just so tempting so I had to play again. 
As for feedback: A bit more space between the laser timings would be nice.

Submitted

This is incredibly impressive. I love the concept and I think you guys did a great job executing on making it feel really unique and fun to play. The time dilation mechanic is so fun (i audibly gasped when I realized the music and background environments also are affected by the dilation). The level design is also solid! There were some areas with rough edges but overall it played really well, and the tutorials + quick resetting for levels helped a lot. 

One small piece of feedback is that the red lasers (shot from the sky) seem a bit fast; it might be helpful to slow them down just a tad or make the player's camera slightly bigger so it's easier to predict / anticipate them. I also noticed a minor bug where the player gets suck under a box if it gets dropped on top of them.

Developer

Thanks for the in depth feedback! You're the first person to notice that the background is also affected by the time dilation and that was an important small detail that I implemented cause I felt like even if I was the only person to know about it, it was still cool haha. 

If there was any particularly rough edges, I'd love to hear them but I know it's hard to remember after playing through the game. 

That's a very fair comment about the red lasers. They're definitely very fast in the game. Another idea would be to have something that fires them at the top that could glow or indicate that they're about to fire but regardless, I think you're right. Also, the box thing is a known issue. I don't think you're stuck under it, it's just awkward as you have to move out of it lol. 

Thanks for the feedback and for playing!

Submitted

Wonderful job on this game! I found the puzzles to be interesting and satisfying to solve. 

I love the different mechanics and the many creative ways it was utilized. The time dilation mechanic is definitely unique and fun to play around with.  Gameplay is solid. I also love the detail of speeding up and slowing down the music as the time is dilatated.

I don't have any major pain points, but I do remember a section where the player couldn't jump because of a weird collision when the a box and wall are too close to each other and the player tries to jump. Only happened to me in one of the levels though.

If you get the opportunity, we would love for you to give our game a try! It is also a puzzle-platformer.

Developer(+1)

Reposting my review of your game here - if you comment on my game, I'll play yours as well and leave an in depth review!


Wow there were so many things I loved about this game. 

- The prompting and reminders were so helpful, literally the first 3 came up right when I needed them. This was excellent attention to detail and tutorial work

- Loved the SFX and the ticking and the music with the sound and everything fit so well together

- The gameplay was very strong and although I felt like there was a decent amount of friction with the controls and learning how everything clicks together, the level design was excellent

- The zoom in and zoom out when clicking tab was phenomenal. So many nice little touches that really elevated this game

- I LOVED the checkpoint system. Every time I died I was like, oh shit, now I have to start at the beginning and do everything all over again but then it was like, wait, this is fantastic lol

- Overall, the atmosphere between the particles, the sound, the SFX, the darkness, the light, and more was just SO GOOD.

What I thought could be improved: 

- I didn't understand what the mouse icon was doing all over. I'm still not sure tbh, I might've missed something

- Even with the space bar prompting, I didn't intuitively understand that you can wall jump. I thought the level was broken or something and it took me a long time to figure out that you can wall jump. I think this is something that text might need to explicitly state. Even with the space bar images everywhere, it still didn't click

- The wall jump was pretty challenging to use in practice. Especially when jumping from one box to another as the camera would move quickly as I was jumping. It was very difficult to control when this was happening

- Took me way too long to realize that you can only create rooms adjacent to the room you're in. Maybe this was covered idk but I just kept thinking it was buggy until I realized

Overall, despite my suggested improvements, I thought this was a standout game and very well crafted! I think if some of those quality of life things were improved, this would be a top contender for me. I still rated it very highly (:

Submitted(+1)

very cool game! 

Viewing comments 29 to 10 of 29 · Next page · Last page