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Zeit Geist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #31 | 2.291 | 3.000 |
| Innovation | #42 | 2.019 | 2.643 |
| Overall | #46 | 1.920 | 2.514 |
| Gameplay/Fun | #47 | 1.746 | 2.286 |
| Art Style/Visuals | #48 | 1.909 | 2.500 |
| Audio/Sound Design | #52 | 1.637 | 2.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine / Tools
Godot, Blender, Ableton Live
How does your game fit the theme?
Work with your past self to escape the clutches of a cursed pocket watch!
Face deadly apparitions, solve devious puzzles, find mysterious objects that exist outside of time!
CONTAIN THE WATCH. BREAK THE LOOP.
Devlog link
TBD
Self-made & used stuff
Graphics / Art (e.g. models or textures)
Audio (e.g. music or sound effects)
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Comments
Hey cool concept. Looks like we had a similar idea of how to interpret the theme. The art has a cool 90s-shooter feeling. For me, the ghosts did not reliably follow my past movements. I could not get past level 2 because the ghost for the right-hand corridor kept missing the turn into the corridor. How did you implement the ghost copies? I had trouble doing it in my game but I imagine it is way more difficult in 3D. Good luck!
Hey thanks for playing! Yeah so the ghosts following your movements are just visual candy - the buttons will get pressed at the right time regardless.
we did the ghosts by buffering user inputs and processing them all in the fixed rate physics loop. Then we’d send the buffer of inputs for a particular frame for storage. These lists of inputs are used to create ghosts. So the ghost receives the exact same commands at the exact same frame and uses the exact same movement controllers. Interactions are recorded by the buttons, doors, etc. in a similar way so they activate at the same time every loop.
the issues with ghost desync is sadly something that showed up towards the end of development - it’s due to the load order of ghosts vs level, we suspect.
This was a nice 3D puzzle jam entry,
Props for making almost everything from scratch—that’s always impressive.
The concept of ghosts retracing your previous paths was a good one. However, when the demons appeared, the difficulty spiked quite a bit. Maybe ease that a little bit or indeed add a tutorial or something like that.
That would have been helpful to know how to start a new loop for example, but luckily I read the game page between sessions😊 and could continue. Their introduction did bring extra variety and tension, which kept things engaging.
The atmosphere was well-crafted and kind of eerie, and the SFX really helped enhance the experience. Some settings for mouse sensitivity would be a nice touch, as it felt a bit tricky for my eyes at times.
Overall, a solid foundation for possible future updates for more levels and variety with a nice self-made touch.
Keep up the good work in future jams and games! 🎮
We had lots of fun making things ourselves.
We would've loved to stretch the game out and use many levels to teach concepts and increase the gradually, but you know how jams are - very time constrained. We chose to skip the mouse sensitivity settings due to time constraints, and we're quite surprised at how big of an issue that turned out to be.
Thanks for your feedback!
You managed to create an inmersive atmosphere with a very interesting puzzle mechanics. At first I thought that everything resetted with the clock, but you made a very good job showing the player what to do whithout really telling anything.
The only tiny advice I could give is that I could not change camera sensibility. If you decide to continue with this project (which I encourage) it would be nice to have a "settings" option to configure that and the game music/sfx volume.
Congrats for your project, its a very nice one!
Thanks for your great feedback and for playing!
Yes, we noticed these issues with sensitivity - definitely needs to be there for any future development.
Consider making future games playable in the browser, especially for a game jam - it makes it easier for more players to try and rate your game! I know struggeled with a web build, but here you can avoid it by uploading a exporting and testing a very early version already. For Godot I recommend having a look at youtube videos on how to export web build. Make sure to use 'Compatibility Mode' when starting a project :)
Now my feedback for your game: I really like the idea of being trapped in a loop and using past selves to progress. However, level two already felt a bit too difficult for me. I got frustrated dying over and over again, so the iontroduction of the demon, would be nice if it is easier at first. I then suddenly got stuck and the game crashed. A demon stopped following, the clock paused - I walked to a door and this is where the crash happened. Not sure if that's intentional or a bug?
Overall, the gameplay concept is really strong and fits the theme perfectly. With some balancing, music, and a browser version, this could be a really polished jam entry! Keep going!
Hey, thanks for playing!
The web build really didn't like our time loop system.
There is actually music! it just kicks in about 30s - 2min into playtime. You got a bit unlucky with level 2 - in the description there is a tip that would help: You can end a loop early to stop yourself being killed by a ghost. This is a technique we would've liked to teach in game, but yeah.. not enough time for proper tutorials.
We would've loved to introduce concepts more slowly, but it is sadly time limited.
The crash is worrying. Maybe we're not cleaning things up super well, so if you got repeatedly stuck on a level, maybe things gunked up.
Nice game, the loop works fine
Nice idea, the kind of game i expected to see whith your ghost previous selfes. However its a pet peeve of mine but when joining a jam try to offer a web build. I see you used godot, if you also used gscript then exporting is very easy and makes playing so much easier.
That being said i liked your art/creepiness of the game. I did notice the ghosts where a bit bugged though but the actions were still done correctly is was more a visual glitch
We actually struggled with getting a web export working - do you have any tips/guides? It's our first time using this engine for a full project.
Thanks for playing, though! The visual bugs suddenly showed up at the end of development, very upsetting.
Ah that is unfortunate, i have no major issues with that in the last years, i know somtimes certain things dont work. Like i had a glow shader that would not work on web. Only tips about this i can give is try to play around with the modes, compatibility is usually best. But indeed sometimes you just have to take the loss and not export to web.
13 is too ricked for a download game but nice work gave you good ratting.
Hey, thanks for playing!
Welcome I did not play
Just because the submission didn’t make it clear:
We made almost 100% of everything from scratch. We did some re/down sampling of brick textures, as well as building up our own sfx from synthesised and real world recordings, obtained from a foley library.