Play aparatus
{TIME-STATIC}'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #593 | 3.077 | 4.167 |
| Enjoyment | #743 | 3.077 | 4.167 |
| Audio | #968 | 2.708 | 3.667 |
| Visuals | #1093 | 2.831 | 3.833 |
| Overall | #1185 | 2.605 | 3.528 |
| Innovation | #1303 | 2.339 | 3.167 |
| Theme | #1851 | 1.600 | 2.167 |
Ranked from 6 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?
This game's world is based on the fact that you don't know what's real anymore - Or how you define "real".
Also the ending points at betrayal
What code and assets did you not make from scratch during the jam (if any)?
There are numerous reused models, sound effects and scripts repurposed from multiple past projects (Including past Brackeys Jam's entry) - Usually heavily modified for this game.
This game uses EasySave3, a paid plugin.
How many people worked on the game?1
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Comments
Really satisfying experience here! I'm not much of a fast-paced parkour shooter.. alright let's just say it's not my tipical game, though I really enjoyed the movement and the abilities. The sound effects, the music and the visual style were all really good! I'd have liked an introduction to this world and why we're there in the first place, might have also helped to connect the gameplay with the game jam theme. About the combat system, I thought the enemies were a little bit 'overpowered' since they wouldn't die unless I emptied a couple of magazines. It would have also been more satisfying having the ability to slide or gain momentum, at the moment the walls that let you slide stop your momentum once jumped. The moving platforms also felt like a way to loose time unnecessarly since you couldn't really do much if the distance was bigger than what you could jump and the platform was already away: I had to wait for it to come back and bring me where I needed, loosing a bunch of time. Would be useful if the platform automatically changed direction once im on it; though it might not be the intended gameplay.
I think It's a neat game, though I don't exactly see the connection to the theme, but still impressive for only being done in 7 days.
Good job with your submission!
Oh yeah about the whole theme thing, this game's concept wasn't actually based around the theme but rather an idea that I wanted to execute for at least half a year
...And the idea happened to be incompatible with the theme 😅
Anyway, the plot of the {STATIC} saga games isn't very well fleshed out I admit, but I did want to create an explanation for everything.
There was supposed to be a "limbo" of sort which would be a hub world for NPC dialogue and their lore drops. I have made the map itself 2 months prior, but I couldn't implement it in any way.
Essentially, {STATIC} - The first game in the saga, was set in an infinite loop of killing enemies that you were breaking out of, you kill STATIC in the end (the TV-headed mech in this game's intro) and put an end to the endless cycle. {TIME-STATIC} takes place briefly after that.
The ruined city is the aftermath of the ending of "The Driver Never Forgets" (TDNF) from February's Brackeys Jam, which has a Serafim looking eldritch being chasing you as it wreaks havoc in the city.
The city isn't necessarily real, but a product of "some greater illusion". Before the aftermath, it was a functioning city - The previously mentioned limbo was supposed to have shops and NPCs based on the shops seen in TDNF - The mechanic I had in mind is that their souls are lost in the ruins and you have to take them to the limbo, piecing together an explanation.
The "Digital Worlds" (or DW) are in the same plane as {STATIC}'s arena (which even reappears in this game), the only difference is that you can travel in and out of them instead of keeping you trapped.
The keys scattered around are the key to breaking out of the illusion entirely and killing the vessel of it in the final boss fight, before revealing what the illusion actually is and realizing that you've been screwed over.
That's it for my convoluted lore drop. Thanks for taking time to play and review my game!
I really like the movement in this game it feels really good to wall run dash and repeat to gain momentum. I also really like the gun reloading animation it's satisfying to do so whilst doing the platforming I will just be reloading even though I'm max ammo. Some slight nit-pick I have is that I feel like the enemies have too high of health or the gun doesn't deal enough damage as I feel like the game is meant to be a fast paced game and I felt my self slowing down when it came to enemies since it took them 5+ shots to die. But the game was very fun I enjoyed playing it good job!
It's a fun 3d platformer and first person shooter.
Honestly, very nice. Right before dashing got introduced, I was thinking man, if only I could keep momentum and then with dashing it became super fun.
Took a moment to realise stopping time is not only good for stopping platforms, but it's necessary to reach good time.
Honestly this game is cool but it moves too slow for what (I believe) your going for. I think it would help if you gave other similar games (Quake, Blood Thief, Ultrakill, etc) a look to see how they deal with the high-octane gameplay, but essentially I think a pass of 1) increasing speed for almost everything and 2) lowering the health of enemies would make it flow really well. Otherwise I think you did an amazing job, the visuals look really cool and the animations are solid!
Thanks for playing!
Honestly I agree! - when I also noticed that the movement speed is too slow, I had already laid out level design for the first 2 DW levels and some of the city, which meant that making the player faster meant breaking the level design and having to spend even more time redoing it, so I resorted to doing so slightly. I also wanted to avoid making the game nauseating for casual players
Thanks for the detailed feedback, glad you liked it!