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A jam submission

Grounds of TimeView game page

A reinterpretation of Gain Ground
Submitted by Sijil — 21 hours, 50 minutes before the deadline
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Grounds of Time's itch.io page

Results

CriteriaRankScore*Raw Score
Did the game include the core elements from the original?#133.7003.700
Overall#163.3003.300
How well implemented was the UI?#163.0503.050
How well polished was the game?#163.4503.450
Was the game fun to play?#183.3503.350
How good was the audio and sound FX?#192.9502.950

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I enjoyed this entry very much. At the core is a very close reinterpretation of Gain Ground, both in the character abilities and the different epochs in the gameplay. I think the UI could had some improvements since this was part of the rubric for this round (i.e. display health, remaining characters, etc). but otherwise great work.

Submitted(+1)

The ending felt really good, because most of the games in this round dont have a real ending tied to the stroy. I like it. At first I thought the glitch effect was, well, a glitch. But nice that it was actually story. Good Job!

Submitted(+1)
Cool! I like that you did something with the ending. The controls felt tight, especially the sliding was satisfying. It would've been cool with having different weapons (like a shotgun) but with how the enemies are behaving right now it wouldn't made that big of a difference anyway. Well done!
Submitted(+1)

It was a cool idea to turn a top down game into a platformer. It turned out to be a very exciting game!

Submitted(+1)

Really cool take on the original game! It was fun and I could clearly see the elements from gain ground in there. I did get anoyed by the shaker effect as at first I did not understand to what it was connected and just randomly happend. Other then that everything was solid good job!

Submitted(+1)

It's really awesome to play gain ground reimagined as a platformer. The movement, shooting and special abilities are all well-made, especially the sliding and wall-jumping mechanics. The art, effects, and level design including enemy placement are all top-notch. I encountered a minor issue where my character became stuck on level 2 near the portal, but otherwise this is a fantastic adaptation of the original

Submitted(+1)

That was a really cool take on the orignal. I had a lot of fun playing through. 

Good Job!

Submitted(+1)

i love the sidescroller take of gain ground, its really cool, i LOVEEE the art, great job!

Submitted(+1)

A great side scroller version of Gain Grounds. Loved the different abilities and finding all the characters on the level. The art and music fit well with the game play. No notes, loved it.

(+1)

Nice! I like how you implemented the original but in platformer genre! And really good job on implementing  very smooth platformer mechanics (especially wall jump)

The visual effects are really nice and fit so well with the progression of the game. I liked how it glitched a bit in the "future" round (very small detail, but adds to "polished" feel of the game)

I struggled with one of the character and was stuck, but in the end I found that you can speedrun the game without rescuing other characters :D

Submitted(+1)

Fun platformer and a nice twist on the original. I liked how you played into the story of gain ground as well, it was cool. You had the elements of the original, the art work was nicely polished. UI was good as well. All round a solid entry. Great job!

Submitted(+1)

Walljumps <3

I had a few technical bugs/issues with this game. It seems to freeze briefly on every kill. While this could be intentional for the story in the description, it doesn't feel intentional. I don't know if there are any "don't mess with time" consequences in the game based on my gameplay choices. If there are, I probably missed them :D

I like the concept of having 3 characters that can do different things, rather than shoot different things. But the only character able to alter the world is the blockdestroyer. It would be interesting if all 3 had an ability that could change the level, so picking and choosing who to take where would open up new ways to beat a level.

Overall, a bit on the easy side, but still pretty enjoyable :D Good job!

Submitted(+1)

Really cool how you took the core concept of Gain Ground and applied it to a sidescroller. The game feels very polished and the platforming feels super clean. 

I'm impressed with your character customization system, honestly I'd be curious to learn more about how it was created- Is each character made up of parts which are animated separately? Anyway, it looks really cool and I like how all the characters ha a distinct look to them while sharing the same animations- Even the enemies had several different variations that were purely visual.

Honestly, amazing work. I'm scared to be paired against you.

Developer(+1)

Thank you! Each character is just 1 spritesheet that i copied and recoloured, the only major difference is the head design.
Im glad they feel distinct, i spent more time on the art than i feel i should have and was rushing to finish by the end haha

Submitted(+1)

Nah, you did an excellent job on the art. Time well spent.

Submitted(+1)

This is a cool concept! I'm pretty confused on why there's so much screen tearing. I feel like that effect didn't really tie into the story very much. I think it made sense that an enemy would trigger it (like, the butterfly effect if you kill this enemy you're ripping apart time) but I don't know why it was just constant. I think for such a major effect to exist, it needs a lot more justification tbh.

I'm also not sure if it's just me, but the game felt a little too easy. I just now went back to make sure you can actually die in the game. I think there should be a "no shooting while stunned" on the player, since right now you can tank 1 hit to fully kill an enemy while you have I-frames. Either that, or make I-frames smaller.

To end my negativity sandwich, I'll tell you that I'm very impressed with all the assets. The style and atmosphere is so strong. The future level felt like the future, the character art was great. I think you have a real eye for design, and can't wait to see what you come up with next!

Submitted(+1)

A 2D platformer for the recreation of the original game is such a cool idea. The art style and character movement felt great. I wish there was an option to turn off the visual effects though. They are a little bit too much in later stage. Still a very great game, good job.

Submitted(+1)

Very cute and fun game! I love all the chunky little sprites. I also like how you went for a time based concept similar to Chrono Crisis! The only real feedback I have is that I think the paradox effect is WAY too strong and disorienting. Granted, its a cool effect, but even as someone who isnt very sensitive to this kind of thing, it was hard to bear, and I dont think adds too much to the experience unfortunately. Still, had a great time regardless

Developer (1 edit) (+1)

Yeah fair on the effect, i had even turned it down a bit during development haha, i plan to add an option to disable it post-jam

Submitted(+1)

Cool game. Nice reuse of the same level, very effective game development here.

It felt like every time I killed an enemy it would be bad in the end because at the start you say do not mess with time and the screen shake + shader effect that happens seems like it is bad. I genuinly thought there would be some kind of plot twist at the end due to the enemies I killed and that I altered the space time continuum or something haha.

Nice polish on killed characters and rescueing them.

I managed to finish the game with the wall jumping character. 😁

Submitted (1 edit) (+1)

I managed to deadlock myself by shooting the ground here, I cannot pass through the opening and I cannot jump back out 😅 (not sure if I did forget some mechanic I cannot crawl or dash with this character I think)

Developer

I removed the tunnel there in my mad dash to get the levels done (did them very last minute), the tunnel was there specifically to prevent this... whoops

Submitted(+1)

First of all, the movement felt really good. I felt like the game was a bit too hard at first but I got the hang of it. The levels seemed about the same which was kind of confusing, I think having less enemies in the starting levels would have made it easier to start and also made the levels feel a bit less repetitive. I liked how the level was designed to allow for the different characters' abilities to be used for different routes, however I could never figure out how to slide which was really disappointing. The game was incredibly polished and was a really nice experience. The audio was generally decent although I felt like some actions were missing audio feedback. The UI was simple but still effective and well implemented. And of course, the art is gorgeous and cute. Overall, great job!