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A jam submission

Timer TempleView game page

Escape from the Timer Temple!
Submitted by Nova — 1 hour, 58 minutes before the deadline
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Timer Temple's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#18303.7623.762
Audio#29543.0953.095
Creativity#55933.0483.048
Narrative#62252.1432.143
Enjoyment#63132.5712.571

Ranked from 21 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)

Very neat and creative concept for a platformer, the need to put yourself in danger in order to change the level design was really cool, reminded me of the Mirror Temple in Celeste. The controls felt a little sluggish (but I suppose you play as a slug so that makes perfect sense actually), and it made more precise platforming a bit frustrating when it feels a bit like trudging through thick water. That said, it has lovely art, and very neat mechanics. There's definitely something very cool here.

Submitted(+1)

A platformer where there is two state of the world is an interesting idea. The style of the game is very coherent and the hand-drawn art is pretty. But the game could use a bit more time for polishing.

Like others in the comments said it was confusing to having to wait at the first checkpoint. I got stuck there and couldn't figure out what to do as I assumed I would just die when the timer hits 0. And after knowing to wait it's still not fun to just wait around until the world changes.

The controls are a bit slippery with how much spikes there are. There is two types of wall jumps in game: One where you can gain height with just one wall and one where you need two walls to gain height. The level layout implies the former but the wall jump itself is implemented like the latter.

Overall I like the atmosphere, the music and the vibe a lot. Great work on the submission!

Submitted(+1)

Liked the idea, really good job on the sound effects. :)

Having to wait at the checkpoint was really confusing at first, I tried jumping of the large gap and only found out what to do after waiting around and reading the instructions again to see if I overlooked something.

The wall jumping feels a little bit clunky to me, would be nice to have a bigger upwards move and more air control after a wall jump so I can stick back to the wall faster. 

Submitted(+1)

the art/audio were great. I like that the timer is incorporated into the game however for example having to wait for 10 seconds after 1 of the checkpoints didn't feel great. I probably would mess about and speedrun it a bit if not for the seemingly mandatory 10 second wait (it might technically be possible to bypass but only way I see relies too much on walljumping on a wall you can't see) There is also a tech that I presume is unintentional but still felt cool where you could gain alot of height by dashing + wall jumping. 

Developer

Thanks for the feedback, I do agree that the waiting is annoying and given more time I'd have liked to reduce its prominence. ps the dash + wall jump is intentional (though occasionally a bit buggy), maybe you should try to to a dash + normal jump too, might help with that pacelock ;).

Submitted

I tried the dash + normal jump previously but it didn't let me dash again in air (altho I feel like it might have the 1st time or maybe I was misremembering) so I disregarded that as a way to get past the gap, I did go back into it and see that it worked.

(+1)

I really enjoy the green and purple aesthetic. Unfortunatey the controls on this character were a struggle. I'm sure there was some coyote time and jump buffer which helped, but I found that the chaaracter seemed inconsistent in behaviour when wall sliding. Sometimes it seemed like jumping for a wll gave a small amount of height and sometimes it would leap up like a whole new jump. 

Also I wasn't sure what the consequence was for running out of time for a portion on the game as I didn't see the ghost, but it also seemed like you had to run out of time at points to cross gaps. That may be me playing the game badly/incorrectly. I appreciate this is a game jam and you were limited on time but it would have been helpful to have some onboarding that introduced those elements a bit more clearly. 

Well done, its a proficiently made prototype. With some tweaks and polish this could be an excellent game. 

Submitted(+1)

Looks pretty, audio suits it well, and the general vibe is nice.
:)

As others have said, the movement feels sluggish for a platformer; and I also couldn't figure out how to get past the first checkpoint.

Submitted(+1)

The controls are hard to get the hang of, but I like the environment of the game. Also the art lookS cool.

Submitted(+1)

Anxiety simulator :)

Jokes aside, this is neat. Although the wall jump seems kinda weak / tedious to use and it took me a while to figure out that the bounce thingies only activate when you run out of time.

Submitted(+1)

The art is gorgeous! I struggled a bit with the controls tho

Submitted(+1)

I love the art style! Everything looks clean and polished.

Submitted(+1)

While I still do very much like the vision of the project, the movement control still feel a bit heavy, I like each of the movement mechanic, but the character feels really heavy. Like it's somehow being affected by 51g.

The level design and art style are really cool however. And same with the soundtrack.

I do like the ghost chase mechanic and an alternate route for progression, having to wait 10 sec each time to get it to trigger can be a bit of a bummer.

It is still a pretty nice game, just a couple of things to work on. 

Submitted(+1)

The game is quite hard to get the hang of—especially the controls—and I can't seem to get past the first checkpoint, but you can still see the effort put into the artwork.