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Time Orb's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #537 | 3.100 | 3.100 |
Fun | #648 | 3.025 | 3.025 |
Theme | #649 | 3.200 | 3.200 |
Overall | #778 | 2.938 | 2.938 |
Game Design | #795 | 2.925 | 2.925 |
Graphics | #885 | 2.850 | 2.850 |
Innovation | #1000 | 2.525 | 2.525 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
The game is based on timing of your rewind power but the rewind power comes with a cost
(the score system has a large bug that i need to fix)
Did you write most of the code yourself and made all the assets from scratch?
I do wrote most of the codes with a little bit of help from tutorials
and every single asset (Fonts not included) are made in unity because i don't have the proper equipment to make a game art
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Comments
That's a very addicting game dude XD good job!
Nice idea! In my opinion is is a little too hard to differentiate between orbs that don't react to time and those which do. Also I think the playable area is a little too small, but it makes the game more challenging, so I don't really know if it would have been better with a bigger one. Great job!
Fun little game. Made me want to play through again to get a better score.
I like the idea of your game to have a small room with the ability to rewind. I had some fun playing it. After some polishing it´ll be a great game without the problem that you can just stand still do nothing. But there were some things that I would change:
Overall it´s a nice game. Good Job! :D
You shouldn't be so hard on yourself. Having to block enemies with my shield always kept me engaged on my toes. I liked the simplistic, but stylish art style (especially how the enemies pop) and the music is a bop.
Haha cool
Wait, what!? lol You are just throw into the game with the game with even being told what the objective is or what the controls are. :D It looks like I just have to block the attacks for as long as I can last and I can rewind to make an opening to get out from a tight spot. For me, it is missing a clearly defined goal/objective to work towards. Even if it's mainly an "arcade" style game then I would add an ever growing bar that shows me how long I've survived and how many threats I have defeated maybe even combos etc.
Don't really understand your response but I want to make it clear that this was not an attack or in a way to insult you. The game looks fine to me, I was merely talking about what could be done to help the player understand what to do better. I think the visuals are fine and the rewind effect is also nice looking. :D I was talking more on the "what you are supposed to do in the game". A good thing to do when you don't have the time to put it into the game itself is added it in the Jam's dscriptions since that's the page most people will see and it will help them understand quickly the object/controls. Hope that helps :)
I kinda broke the highscore system in my first playthrough and it seems to be consistent even after closing and reopening the game. It just shows "Highscore 1." I think it happened because I held rewind then went to the top left corner of the level till I died. I guess rewind really does come with a cost. 😅
But I think the game is fun, made me feel like a jedi knight deflecting projectiles! Graphics are simple and nice to look at as well. Good work!
This game has potential, but you need to manage the attack patterns. Can't depend on random, cause sometimes feels unfair when attack from all sides at the same time and can't rewind them.
With a little tweaking, the game can become much more interesting. A while ago I did a game based on everything random, and things just go wrong.
As other users said, for a first game it's a really good work. And you manage to finished in time.
That's a good game! Maybe you could make the difficulty a little bit more gradual and prevent the player from getting off the screen but besides that it was an enjoyable game.
I found that if you manage to get in a corner (at least the lower left one), you could basically shield yourself from any blob. Also, once you have more than 100 it only shows the score as 1. My highscore must be in the 400s ^^.
All of this is very tiny issues, if you fix them you would have a very nice first game! Keep up the good work!
Not bad for a first game, you get the minimum required for a nice game: simple but nice graphics and good programming (at least I didn't detected major bugs). Nice use of, yes you can rewind, which can cause some enemies to divert, but at a cost. Maybe the cost was a bit to difficult considering that not all enemies are diverted away. My max highscore was 45 :( Nice music.
Not bad for your first game! It was really good. I really like the style you went with! And pls make more games like these. Never stop being creative
Not bad for a first game! I thought it was pretty fun but a little to challenging to fast. Great music!
I've read your game description and don't worry!, everyone starts somewhere and it's necessary to make games (good or bad ones) to improve. Having said this, this is far from bad considering its your first game and you had one week. One thing that I missed is the lack of controls or introduction, if you have no time to implement them inside the game, write them later in your page description, this way more players will enjoy it and discover mechanics they didn't know, without frustrating them not knowing what to do. Great job and keep it up!
Fun game, maybe it could be a good mobile game, but i dont know how to make the controls for mobile (I was thinking Touch n drag to move, second touch to rewind but I dunno). You should add a way to gain more lives (maybe killing enough enemies), because its too short.
Overall, Good Job :D
Hm, the game frequently gives me a short complete black screen and/or crashes..? (Even the WebGL version you mentioned from Newgrounds)
And if the game runs, I seem to have no ability to shoot... Not with the Ctrl key that is set in the standard keybindings, nor with the left mousebutton
Any ideas?
So I tried again today on my ("beefier") desktop machine. No crashes or black screens there, maybe its something with my graphic driver or the smaller RAM.. but, whatever.
Now that I have played it a bit more... the blue "weapon" is just a shield, right? (the player character cannot fire and has to block each enemy)
Played it! Nice idea
Some feedback: although the gameplay is too difficult, but you nailed the minimalist art and the game has some nice particle effects. The audio fits well too. Well done!
Nice little game. It was a bit too difficult I think. Player is thrown in the middle of action with no preparation. Maybe a more slow paced start would help to catch the mechanics of the game better? You can always increase speed / spawn time of enemies later. :)
So...
It really feels like a first game.
Having a cost for your rewind is nice as a protection against spamming.
However the game is mostly confusing, due to a lack of informations and feedback :
-Nothing says that the blue arrow is your weapon. Well, you can understand it by trial and error, but it's a bad thing to have your concept and hope that the player is familiar enough with games to understand it.
-The fact that non-rewinding enemies spawn when you use too much rewind is never explained either. It took quite some time for me to understand the link between the rewind and these annoying spammy enemies.
-The health isn't visible enough. This gets bad due to also having no invincibility period, and having enemies disapearing in the same explosion wether you killed them or they hurt you. It took me until the fifth try to even see that I had HP, and even then, they tend to all go down at the same time when there are two rewind enemies.
-You should have a "free area" around the character. It gets frustrating when I have to get close to a wall, due to the rewind monsters attacking from multiple directions, only to die because something spawned too close to me.
So, overall, the idea could have some potential, but needs work on the explanations, and the lisibility/feedbacks.
But that's a nice try for a first game, even more if you were alone.
Well, as you said, it's your first game.
And I don't know a single dev that didn't make a mess on their first game.
Even more, you seem to have grasped the basics of creating a game, so you can now work on getting better, and understand how to polish and clarify your projects.
Don't worry, your second game will be better. And the next one too.
It's a constant progression.