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TimeShift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #153 | 3.531 | 3.531 |
| Innovation | #157 | 3.625 | 3.625 |
| Audio | #157 | 3.594 | 3.594 |
| Enjoyment | #238 | 3.562 | 3.562 |
| Overall | #266 | 3.453 | 3.453 |
| Theme | #458 | 3.312 | 3.312 |
| Visuals | #645 | 3.094 | 3.094 |
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
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!
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.
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!
The mechanic was really neat! The end sequence was fun and I really liked the effect on the ending speed energy thing. Great job!
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!
Aww thank you for the kind words! I really appreciate that! It was a lot of work but I'm glad you enjoyed it!
Very fun game to play, I loved the levels, mechanics visuals and audio, amazing job making all of the things from scratch! great job!
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.
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!
Love this game! The mechanics were super unique, had a great time. Good work!
This game was fun but frustrating at time. and I loved the art style