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A jam submission

Little God Of TimeView game page

Travel through living stories, meet NPCs, solve puzzles, complete objectives, and fight across fantasy worlds.
Submitted by elinelievrard, Ward Francois, Sideblol, AnnaVereecke, alexander Postelmans, d0_0dlyx — 1 hour, 31 minutes before the deadline
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Little God Of Time's itch.io page

Results

CriteriaRankScore*Raw Score
Art#104.1674.167
Audio#992.8332.833
Overall#1192.9002.900
Creativity#1363.0833.083
Theme#1942.3332.333
Enjoyment#2272.0832.083

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

None of the creatures were attackable nor did they attack me, upon reading the comments it seems I need to find a book first but    I couldn't find the book. There was also this orange box that I  could pick up and I placed it on the orange platform, I have no idea if that triggered anything. A sound cue may help there

The art looks nice, I wish I could have found the snail creature

Submitted(+1)

The game looks brilliant. But apart from its visuals, there’s not much in it.

Developer

Thank you for the compliment. Could you tell us where you got stuck? Because there are some fun mechanics especially a little further in the game if you would like to give it a try. There is a gameplay video to help you with this.

Submitted

Really impressive for a Jam game!! Hence it really hurts me to have to air out the issues . . .

1. This game is VERY graphically intensive, something that isn't adviced for a Jam game

2. I have no idea where I'm supposed to go, what I'm supposed to do, anything at all. This game could have used some indicators of where you're meant to go and what you're meant to do. Where do you grab a weapon so you can use one of the core mechanics of the game, the left mousebutton? How to get to the point where you can use the shop-button since it does nothing at present. And the game just assumes without any prior instructions or warning or indication that you're supposed to know that stuff that glows green is the stuff you can rewind. Also, what is the "ult" and what is it meant to do exactly?!!?

3. As already established in the above paragraph, most of the buttons don't do anything. This is either a bug or intentional but a massive oversign since nothing is explained. And even when they do work, they lag heavily. Either because of a programming-error or due to the perfomance-issues

This game is a glorified tech-demo, windowdressing and eye-candy. It feels so hollow, and screams of unfinished. Which is a damn shame, this could have literally been the best game of this entire Jam

Developer

I am really sorry to hear that you got stuck, but if you could tell me where exactly that might help. The staff is the first thing you see when you enter the level. We thought it might be clear where the staff is that you have to grab. The frog also tells you you have to go through the academy to steal the book and the enemies will get mad if you do. The ult is meant to be a shield that rewinds the projectiles. But this only works when you grabbed the staff ofcourse.

Submitted

I have no idea who or what this "frog" is or what level the staff spawns in. This is why, when it comes to the core mechanics of the game, they should be made so painfully apparent and idiot-proof that there's no way you can physically miss them. Put up some glowing red arrows next to the staff if you have to. But that's just one problem with the progression. Who are you meant to beat/defeat and why? Where do you go (in general by the way, what is the streamlined progression of this game, open-endedly)?

Submitted

If this game is just meant to be "wander into random places, defeat/beat up random foes", then fair enough. But otherwise everything needs to be stated as clear as a polished, shiny, spotless crystal with not even a single scratch or chip upon it

Submitted (4 edits)

I now see what the staff is meant to be. Why is it so big and long?!!? I genuinely didn't even notice it on my first playthrough, and now on the attempt that I made while typing this specific comment I thought it was a lamp-post until I went near it. You people really didn't think this one through didya? Not trying to be mean over here, but its size literally makes no sense. And when you spawn into this world, the frog or whatever it is should pop up and start up a dialogue "Hey, don't forget to pick up the staff. Did you pick up the staff? Please pick up the staff, do so immediately!!!" And if the player would still try to circumvent getting the staff, the frog would say "you want to do this the hard way then eh?" or something like that, and a cutscene plays where you're physically forced into the ownership of the staff. Is it 'bElItTlInG tHe PlAyEr'S iNtElLiGeNcE", yeah sure but sometimes you have to do that. Some processes should be automated like acquiring one of the core mechanics of the game.

Of course, never go to the point of yellow-tape in a modern Resident Evil game, but it is only normal to nudge players towards key features and basically every single game on planet earth does so in one way, shape or form, that's just game design 101. Core gameplay mechanics should not be optional and missable, even by accident. No matter how unintentional it may have been from your team's behalf, that's what acquiring this staff ended up being: optional.

And it seemingly literally breaks the game. Because a lot of the other events and mechanics, apparently and I can only imagine (even admitted by you: "But this only works when you grabbed the staff ofcourse"), are all programmed around you having the staff. This is a massive oversight that should not happen under any circumstances, game design 101. Trust me, as if it shouldn't already be common sense but I went to school to study game design. I can tell

Developer(+1)

Thank you for this long explanation. Originally it was planned to have the door not open if you did not grab it but the game is missing a couple things because the people that made the visuals suddenly had to fix a bunch of code the last day. but this is no excuse i know that. we clearly ran out of time for a couple mechanics. It was in no way meant as 'bElItTlInG tHe PlAyEr'S iNtElLiGeNcE". I hope I did not offend you. I just tried making it obvious enough to grab because at this point it indeed breaks the game XD. This is our first game jam so still a lot to learn. It was meant a bit as Look through the level and look where you have to go and what to do but that backfired for a lot of people. Thank you so much for playing and thank you for the great advice it really helps. We will fix these issues in another build. make the staff not look like a lamp post, make it break proof from the beginning, make paths and puzzles way more obvious is added to the list. Got it :))

Submitted

Sorry for my heated comments. Playtesting, QA and game designs are my passions as a professional. Your team realistically did the best they could have, you included. And I must commend you for the effort

Submitted

And what I meant, as I tried conveying in that text, is that sometimes you have to not be afraid to seem like you're belittling people's intelligence and really hold their hand through the essentials of the game when warranted, and let's be real people are kinda dumb. I'd like to say that I'm a pretty smart fella and I had no idea what to do in the game

But there's no point in beating you over the head with the topic anymore, especially since your comment already shed light on why the safetyrails were missing. Just wanted to clarify

Submitted(+2)

Had some performance issues but the game is absolutely gorgeous. Its amazing that this was completed in the time-frame of the jam!

Submitted(+1)

Amazing environment, love the details and the colorfulness!! I didn't know were to go but I had a good time exploring and seeing the scenary

Developer

Thank you so much! There is a gameplay video on the page that can guide you through a level if you are stuck. Anywhere in particular where you had a hard time finding your way? This way we know what to improve.

Submitted(+1)

It's a shame the game is on Unreal Engine, it's unplayable on my PC :(

Submitted(+1)

Really love the artstyle! Some of the gameplay bits felt a bit clunky such as the movement and combat. It was hard to get up the stairs because of some collider issues. But the artstyle and art directions were really great. Nice submission!

Submitted(+1)

The visuals really remind me of kingdom hearts, good on that! I had fun and the idea is very cool but I feel like it needs more polishing. Overall creative and fun, good job!

(+1)

Very cute game :)

Submitted(+1)

The art is incredible ! How did you manage to get so much work done in two weeks ? That's impressive :)

I had the same issues as getboros, it wasn't very clear that we needed to do something to progress.

If I see something with a red life bar, I want to smash it !

Anyway, great work !

Developer(+1)

Thank you so much. We will definitely keep it in mind you are completely right about the health bars 

Submitted

Great job on the visuals, animations, and overall feel of the controls! Everything looks very polished. However, I ran into a bit of trouble with the combat: my fireballs seem to pass right through the enemies without dealing damage, and the enemies themselves weren't attacking me. Not sure if I missed a mechanic or if it's a bug, but I'd love to see this fixed because the foundation is really solid! Keep it up!


By the way, you can hide that VSM warning in the final build using 'DisableAllScreenMessages' command or by tweaking the shadow cache settings!

Developer (1 edit)

Thank you for playing! I think this might be a feedback problem from us. The story goes is that you steal the book from the academy, so at first you can not attack them but after you stole the book at the end of the level, they turn red and start attacking you, maybe that might have been the problem? And thanks for the tip, I did not realize that was going to show after the build XD.

Submitted(+1)

Creativity ★★★★☆

The idea of rewinding time to complete puzzles is a really fun idea. The staircase surprised me but I knew exactly what to do once it occurred. The puzzle with the cube was great though I wish there was more feedback that the door opened. I wish it was explored more in level 2. If this were to be a full game, I think focusing on the puzzle/rewind would be great!

Enjoyment ★★☆☆☆

With combat being a huge part of the game, it felt very abysmal, the health bars were too big, and damage was too low. I collected all the fireflies and solely upgraded damage because of this. Enemy attacks were very slow that there wasn't a need to use the invulnerability ability until it got to the snail boss. Player inputs felt sluggish, I would forgive the long enemy health bars if the ranged spell attacks didn't require a charge up. The UI was clunky. In the second level the snail followed me back to the shop, I was stuck in the shop with the snail beating me up. When I fled the shop UI did not disappear correctly, I finessed the snail went back to the shop to close it. The lack of feedback for everything didn't really tickle my brain. Even small sound queues like a camera snapshot sound when pressing E on the cameras, or a page flip sound for grabbing or interacting with the books would've helped or at the very least a task HUD.

Art ★★★★★

I can tell where most of the love went into this game, beautiful environments and character design. The custom animations were great, I just wish the protagonist's animations weren't mixamo. But I understand the time restraints. All three environments were beautiful, only thing I can think of is particle effects but outside of that I have no notes.

Audio ★★☆☆☆

Lack of sound queues hurt the project. I don't really have notes for this one, I just wish there was more audio feedback. 

Theme ★★★☆☆

The theme being "invulnerable" and having a temporary invulnerability shield works for the most part, the enemies didn't attack fast enough to really warrant using it until the snail boss. But the invulnerability felt very shoehorned in for the sake of reaching the theme criteria rather than building around it. If the combat was improved to warrant its usage more or if there were gameplay mechanics built around invulnerability outside of sponging damage, I think I'd given it a higher score.

General ★★★☆☆

I think the game's environmental art and character designs is its strongest, everyone involved with the art knew what they were doing. The biggest thing for me is the lack of feedback or tutorials. I understood the game mechanically and I saw button prompts on the screen. I talked to the frog which told me about the staff, the book, and implied it needed fireflies instead of money, so I knew the objectives. Only time I've seen a tutorial on-screen was for the rewind features. I think if it was a puzzle platformer using the rewind features more my experience would've been better. If it were to incorporate the theme of invulnerability maybe using the invulnerability shield as a way to deflect or push things around to solve puzzles would've been a bigger hit. Overall I think the combat just was very weak, it was slow, inputs felt sluggish, and with no feedback it didn't feel rewarding when you defeated an enemy. I was a little disappointed when the snail was defeated that it was just an end screen rather than the frog's missing book or even a snail death animation. Level 2 had a beautiful environment but I felt more lost compared to level 1. 

Developer(+1)

Thank you so so much for this great feedback, especially as someone focussing on the art of the game. I feel you very much so with the puzzles and the fighting, It was def lack of time and planning from the coding that made us do it in the last couple days haha :p. Would love to polish this game further and applying your feedback. Thank you for downloading and playing !