lukas0842 2022-10-02 20:53
Fun and challenging game, I like it! :)
Foon → Ludum Dare Explorer → LD51 → Tower of Time 2
By coderaurus
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 240 | 3.42 | 74 | |
| Fun | 234 | 3.32 | 74 | |
| Innovation | 392 | 2.86 | 74 | |
| Theme | 280 | 3.47 | 74 | |
| Graphics | 121 | 3.82 | 74 | |
| Audio | 208 | 3.27 | 73 | |
| Mood | 177 | 3.42 | 73 |
Fun and challenging game, I like it! :)
Great execution! the movement and timing feels crisp
@lukas0842 and @olivieryc Thanks for playing! Glad you like it.
Very interesting game, at first I thought that 10 indicates the time, only during the process of playing I realized that only the process of moving will count time, well, this gives me time to plan the path to pass.Nice!
It's tough but balance is hard in 48 hours. Great work, I really like the clever use of the theme. The volume kept moving during play which might have something to do with godot's focus system on control nodes? Either way it's very stylish
Very polished game! I thought everything was really well made: the graphics, audio, level design, player controls. However I did find it a little too challenging, it didn't feel like the stopwatches gave much help at all. Overall this is a really great entry, well done :)
Movement with snappy level layout hinders player movement/freedom. This game requires cayote time and retouch to collision boxes. Some of the time pickups felt like trap (I don't know if that is intentional or not). Love the last level wanted more of that but game ended. Hope to see this game expanded with better movement control and better&harder level design.
@linwenhao Thanks for playing! I wanted to give the player a chance for a breather and plan if they wanted.
@nion Thanks for playing. Can you elaborate on the issue? I was aware of spatial audio and tried to prevent it, and didn't experience it myself on browser.
@arachnid56 Thanks for playing! Yeah, the difficulty is quite high in this one, I admit. Watches give you a slight boost of a one second.
@deniz-aras Thanks for playing and the feedback. I actually implemented coyote time initially, but it stopped working somewhere along the development. Only one watch is a trap, and I can think of another which would be optional. I was thinking about having them in the game. Sadly time was against me and I couldn't make more levels, even when I wanted to. There is a good chance I will do some rework with collision and movement as there is a critical error in the game I really want to fix.
@coderaurus It could have been my setup, my guess is that after I used the mouse on the volume slider, its control node became "focused" which made it affected by arrow keys. Even off screen. So moving the char to the right side increased the volume slider. Just a godot thing I think.
I think you can set its focus mode in the inspector to NONE
@Nion That's probably it! I did do that to the buttons but forgot the sliders... Thank you.
Looks and sounds great (especially the jump sound), and controls really well. The levels were arranged well there was enough variation and they were the right amount of challenging - a few of them took me a bunch of tries to get through.
@thaprofesional Thanks for playing! Glad you felt it had enough balance and variance.
Awesome die and retry, absolutely love it, very nice submission, keep it coming!
For me it was a bit too difficult. I stucked after a few levels. I really like the general idea of the game and that the time passes only when you move. Good game!
Nice art and polished movement for a game jam! Good work.
Right on, I dig it! :D
Lovely art and movement, it was kinda hard but i finished it!
Simple but effective. Fun to play, congrats!
I really liked the art and the level design (especially the baits which requires you to think some complete the level) ! Nice game :D
Wonderful art and I like the concept!
Agreed with the commenters above, some QoL on the platforming would add a lot here (especially coyote time (although you mentioned you had tried implementing that), and maybe making it so you "glide" along the ceiling if you hit your head as opposed to just stopping).
Particle effects looked super nice and all in all just a really polished experience.
I got stuck on this level, and I must be missing something because it doesn't look winnable to me.
level.png
Really great atmosphere! Art is clear and pretty and music is hauntingly good. I also liked the particle effect, made me feel like I was in some sort of toxic vortex XD Controls were nice and idea simple and clear!
Minor annoyance was the fact that you kept loosing time while walking towards the walls. I am not the greatest with platformers and especially in tighter spaces I felt like I was loosing time but not moving anywhere.
Nice game overall! If you plan working for post jam game I would love to try it :D
@kosmosael Thanks for playing!
@owca Thanks for playing! The game is a bit difficult, yeah.
@elastiskalinjen Hey, thanks for playing.
@ezekyuhl Thank you for playing!
@foggydude Thanks for playing and congrats for beating the game!
@gonzalol Thank you for playing.
@fokaz Hey, thank you for playing. I feel people are getting stuck in some of those twists.
@poboy Thanks for playing and the feedback! The game sure needs some tuning. I assure the level is beatable. Perhaps you have to think of a different approach. The answer could be quite simple.
@boclow Thanks for playing and the feedback. I completely understand the frustration from the wall hugging.
There will probably be some sort of post jam update, so consider following me on itch.io to receive notification when that happens. I'll probably post a short devlog about it, and the eventual results of ratings.
Nice mood and graphics! It lacks some smoothness in platforming (like coyote time) and originality. After all it's just a platformer with timer. Nevertheless good job!
it's pretty fun! I'm a big fan of precision platformers in general, and with a bit more polish this could be pretty neat. The only thing I found a bit tedious was that the timer started/stopped when I walked even if I was running against a wall, it made me worry constantly about not making unnecessary movements, which took me out of the "speedrun" mindset a bit.
The levels were pretty well designed though which made me wish there was more of it :D great job!
Difficult but nice twist on the 10 second theme only counting down when you take an action
I kinda like your twist on the theme by making time stop when your character stops moving, but damn I could not make it through the third level (the same one @poboy posted). I had a *feeling* the clocks didn't add any extra time, some visual/audio feedback to affirm that it does indeed happen would've been a bonus to take away any doubt.
The art style is solid (I might've removed the patterning in the darker background tiles to make it less cluttered-looking, but that's a personal preference), and moving around feels fun which is vital for a platformer. It's a shame your grace/coyote time broke, that would've helped a lot.
Solid entry overall, though I wish there were some more intermediate difficulty levels before the one I got stuck on. :smile:
Nothing new, but it's nice! As for me the controls and collisions are viscous. The visual and music very cool. Overall not bad! 👍
Nice platformer, reminds me of super meat boy style, but with a twist including the Jam's theme. Art and sounds were nice, I had a bit of trouble seeing the character at first on the backgrounds. Most levels were platformer-y, and only one felt also puzzle-y. I think the time-passing-only-when-moving can lead to some interesting levels, while the ones on this jam could easily be just time-based levels. I finished the game, and I'll be happy to see more of this concept!
I really love this background and the graphics !
Really good platformer and quite challenging :) Love the art style! It took me a moment to realize that time passes only when I'm moving (maybe it would be nice if time will not move if the player is walking into a wall, but that also might make the game easy) Great job with the game!
Quite a nice platformer and managed to get through some hard levels
Pros:
- Like graphics fidelity - Cool color palette - Like the character animations - Variety of puzzles - Music in compo is always a +
Cons:
- Glitching on Chrome (known issue) - The jumping is a bit... clunky. I couldn't land consistent jumps on keypress - The colors make the player sometimes blend with environment
A polished entry nontheless. Good job!
Despite the simplicity and the low number of levels, it's still a competent work! The main thing it needs is coyote time, and it can probably be added even now as a bug fix
@n-feofentov Thanks for playing. Yeah, even with the slight timer twist it's pretty generic in nature.
@jabsatz Thanks for playing and the feedback. Glad to hear my level designs are hitting some notes. The wall run is something I will fix for sure. I guess it's hard to balance a game with tactical planning and platforming.
@enver-arco Thanks for playing!
@flaterectomy Thanks for playing and the feedback! That level seems to give trouble to players. There is actually a sound for picking up a clock and getting a second to the timer. But a visual feedback might still be a good addition... I was actually considering simplifying the back tiles for the exact same reason, but ended up just with the current solution. Sadly time was against making more levels, and I wanted to prioritize new (and harder) challenges.
@kitmani Thanks for playing and the feedback.
@brusi Thanks for playing and the feedback! Congrats for the win. I was aware of the low visibility of the character during the development but I just went with it this time. I wanted to experiment more with the levels but I guess I'll have to do it at later date, huh. You can follow me on itch if you're interested enough, I'll post devlogs for updates.
@vhalenn Thanks for playing! Glad you like the graphics.
@zimny11 Thanks for playing and the feedback. I will probably take the wall running out.
@mikoziq Thank you for playing and the feedback. I'll see what can be done to the clunky jumping and make the graphics clearer.
@figadei Thanks for playing! I'll try to fix coyote time, but will probably hold the update until ratings are done. It's in the gray for me.
I couldn't finish the Ƨ-shaped level because the game was stuttering too much (Firefox) and I think it was too hard. Nice game otherwise
I liked the graphics and the concept, but I'm not sure if it completly fits the theme whit adding time to make levels longer than 10 seconds. Besides that I really liked the game, controls were really satisfying! I think with a bit polishing it will be a really nice game to release as a full production
@alaah Thanks for playing! Sorry to hear about the stuttering... I'll investigate. I don't know how good your PC is, but did you try turning the particles off from menu?
@kuboxxxxx Thank you for playing and the feedback. Yeah, I agree it doesn't fit the theme that well honestly. I guess it ended up being more of an inspiration this time.
Controls are absolutely perfect and the game is self-explanatory. I really liked the graphics as well. Very good job and very well polished.
:purple_heart: :dart: :frog:
Cool platformer! Art is nice, and I like the overall concept - especially that time doesn't continue if you're not moving. Difficulty builds up kind of fast - I got stuck on level 4! But I've always had a bit of trouble playing platformers on keyboard - I have a feeling a controller would work so much better. Music is mysterious and works well for a puzzle platformer. I think it's a great application of the theme. I was getting tired of playing games with just 10 second timers. Props to you for thinking a bit outside of the box!
@purpledartfrog Thanks for playing!
@pixelydian Thank you for playing and the feedback! Game could use controller support... The theme is very prone to have 10s timers unfortunately. But there are clever implementations out there.
I wish I had done controller support on my game too. :laughing: Gosh it's hard to get all the stuff in within 48 hours AND sleep. :stuck_out_tongue_closed_eyes:
Very well polished game with amazing graphics, really like the art style. Theme implimintation is simple, but gets the job done)
Finished it. I like the concept. You can stop and plan your next moves without stress. The controls could use some work but overall great game. A solid platformer!
Liked the concept of maximizing movement efficiency to progress through, although I felt like I was pretty bad at it ;p. Art was tasteful and nice too :)
Very sweet entry! The mechanic is really nice. Timing movement only gives a greater sense of meaning to your actions. Art is really cute and music is really well done and fits perfectly. I couldn't get past the level with the 3 clocks, as the given time seemed way too tight. Some jumps were quite annoying to perform as well. Overall really good amount of polish for a compo entry. Well done!
@corporation Thanks for playing!
@sharploaded Thanks for playing and congrats! There's certainly adjusting needed for movement.
@shmador Thank you for playing!
@nyxkn Thanks for playing and the feedback. There might be a twist in the level.
Fantastic entry, it kept me engage to the very end! The background and lore helped aid the overall experience by a lot but as this was a sequel to a game I haven't played, I wasn't all to certain what I was doing nor what the end goal symbols were supposed to imply. Regardless, kudos for making the timer not start until the player starts moving. A simply game that is done phenomenally well!
Very interesting and very complete game. Seems like it could be expanded into a finished game at any time.
Smooth platforming experience! I like how the timer only moves with the player, allowing the player to plan their path at the start of each level.
sda.JPG I made it! wonderful game!(rate back plz!)
Nicely done! Worked fine in chrome for me. I liked how the timer only moved when you did - interesting twist that made this feel less frantic than a lot of other entries. Well done!
Nice work! Controls feel solid, but blocks look repetitive. Tileset of 9 variants might've been better than single sprite :)
Sorry for double posting
@glove Thanks for playing and the feedback! The sequel side is pretty much just a homage to my first LD entry, you're not missing much in that sense. The goal tries to be shaped as an hourglass.
@dyguests Thanks for playing!
@papaya Thank you for playing.
@projectcolorball Congrats and thanks for playing! I'll put your game in the queue.
@pbg Thanks for playing! And thanks for the chrome confirmation. Maybe it's my version + hardware.
@alex5041 Thanks for playing. There are six different tiles but I totally understand and get you. For this entry I tried to approach with a simplistic solution so I didn't even bother trying get too much variation. And all good, I didn't see any duplicate comments.
Very Unique and Cool Idea for the theme ... Nice Game :D
Very nice game! Some levels are a bit hard but that's not a huge problem i think. Good job!
I have seen a couple of games during this jam that had a similar idea. I think this one has probably been the best executed one I have seen. Platforming is responsive enough that it feels quite fun.
Level design could definitely use some work. New levels do not really add any new and interesting elements to the mix - they just require more precise platforming from the player. Some of the levels are very tight and they do not allow the player to make any mistakes if they want to complete the level. Levels are in very weird order difficulty-wise - levels 3 and 5 are probably the most difficult levels. I think the game could be a lot be better just by ordering levels differently.
When game has as tight platforming sections as this has, it becomes more and more important to implement quality of life features. This game really screams for "corner cutting" and having more leniency to jump after the player walks off a platform. It is obviously almost impossible to implement these features during a jam setting but it is good to take into account when designing levels then. I personally would have tried to avoid 1-block wide corridors to make the platforming a bit smoother.
But overall, this feedback is mostly quite advanced stuff and very hard to get right in a jam. It tells you how good game you have managed to create. Great work!
Very cool idea!
Simplicity is the trademark of genius :)
Liked that time only moves when you do - even if the concept isn't so new anymore, still a smart decision to have it like that, making the game a bit tactical :thumbsup:
Well done!
I liked the idea of the counter stopping when not moving.
It felt frustrating at times but nevertheless I had a good time.
I'd improve two things: - background tiles - they don't differ enough from the foreground tiles making the playable area harder to process in my head. - jumping off the platforms - I found it a bit frustrating. Platformers usually introduce a small time window allowing to jump after the player stopped colliding with them.
Nice game, I liked the visual presentation so much. As for the gameplay itself, I am not a big fan of platforms, so it must be only my take, but this game relies too much on TRICKY jumps, in my opinion. Even some NES games used the types of jump when you need to hit the ceiling and just barely lan on the next platform only 1-2 times per stage.
@katreenashy Thank you for playing!
@climbing-dolphin Thanks for playing!
@nash Thanks for playing and the feedback. You think 3 and 5 are the hardest ones? Interesting. With the time I had I wanted to give player something new for each level but that was pretty hard with limited resources. So, I decided to up the difficulty the further you go. In addition to that, I just wanted to explore different kind of levels, like the ones with small passages, although they are extra tricky with my limited and quite punishing mechanisms. Perhaps I over looked some design choices from the player's point of view.
As far as QoL goes, coyote was attempted but didn't make it to the jam release. But I got it working and it will be there in the future, yay!
@niccolo-temperanza Thanks for playing!
@firellon Thanks for playing!
@pietmichal Thanks for playing and the feedback. I agree, I have to adjust the tile set further to provide more clarity. I did it a bit during the jam, but I had a hunch it wasn't enough. Coyote time is coming in the upcoming update, making it more bearable hopefully.
@lesinvisible Thank you for playing and the feedback. Yeah, the game is not the most casual platformer. I think I had Celeste and others like it in the back of my head while developing. That said, the difficulty could ramp up slower for sure.
This is a minor note but I loveee the color scheme of the background.
The movement was pretty nice, as mentioned by others that third level was extremely tricky to beat but once I made it through the other levels felt fair in terms of difficulty.
I didn't realize until about halfway through that the timer stopped while not moving, it might have been nice to somehow visualize this or make the mechanic usable in a level so it became obvious (did the falling blocks stop falling when the timer was paused? I didn't have to stop moving in those levels so I didn't confirm)
Overall it was a solid run and jump platformer!
@stuffedgravy Thanks for playing and the feedback! The falling blocks ignore the timer and if you are on them timer keeps running. It's a great idea to introduce the time stop in a level. It might require something extra to be able to be implemented, though. I'll give it a try!
Screenshot 2022-10-09 at 9.02.16 PM.png
First, congrats on the submission.
I haven't read the comments above while typing this, but I think it might be the same..
First I think the game is great and well done :) definitely giving it quite a good score. But man, this is one of the reason why I don't like to play platformer or make platformer during a game jam.
Platformer lives and dies by their control and how tight it is to navigate the world. Something about the control feels off for me. This usually isn't a problem, but because of how tight the levels are, and how precise you need to beat the last 2 levels, the is really frustrating.
Well, I did enjoy this one :/ if not I would not have try so hard to beat it but man is it frustrating.
cool and challenging. I remembered the super meat boy without all those hellish saws.
The color palette is beautiful, but there are too many colors on the screen and it confuses. At first I didn't know what was ground, what was background and what was scenery. My tip would be to make the background more sober. It would confuse less.
Overall a good game.
Congratulations
Nice game - I successfully finished all of the levels! When I saw that this was a sequel game, I felt that I should play the original as well just for a little context. I think it's still a pretty different game and is only similar in theming, though. Tower of Time 2 feels much cleaner and is visually more striking, so congratulations on your improvements so far!
I briefly reviewed the previous comments, and I definitely had difficulty with that fourth(?) level that everyone else got stuck on, but I was only able to get passed it after reading your comment about taking a creative approach. Tricky!
I think there's a lot of potential to expand this game with more levels and features if you wanted to. The level design was interesting, and your take on the 10 second theme is really unique to me. Like a previous commenter, I am guilty of wall-hugging and excessive jumping especially in precision platformers, but being cognizant of the time loss with those maneuvers and conservative with my movements made the level more interesting.
Possible bug - I noticed if you get a clock right before your timer runs out, it disappears for the next run.
@zwodahs Thanks for playing and the feedback. Congrats for beating the game, as well. Especially if it got frustrating. I agree with your points and I feel my execution fell short on crucial details. And the initial difficulty was aimed quite high. But a lesson learned, hopefully in the future I can make something more bearable.
@euler-moises Thanks for playing! Too many colors, you say? Huh. Well, I'm doing update on the tile set and will probably give the background a spin while at it for clarity. Hopefully that will fix the issue.
@fuzzybut Thanks for playing and the feedback! Congrats for winning. Yeah, the sequel is used as a very loose term and is meant more of a homage. There is no bigger scene or lore going on between the two. The playable character is the same, though. Kind of you to give the old game a spin!
I'm making a post-jam update which should fix most of the issues and maybe provide some new levels. After that, who knows. I do enjoy making the game. I'm aware of the clock bug you're talking about, I'll add it to the list and see what can be done.
I really liked it! I am not sure if the player should be floating in mid-air when starting but I am sure its not a big deal haha. I tried getting my controller to pair and play it but was not able to. Looking forward to updates! I do like the abstract art stuff in the background :)
actually i loved how background was styled. was kinda difficult to control the character, especially on the last level, but it still seems pretty good. good job for the one person!
Challenging game. Love the graphics. Well done!
I love that time only ticks down when moving, the controls also feel super smooth.
One small bug: sound effect volume seems to reset to max when the restart button is pressed.
Nice work!
@artofluba Thanks for playing! There is no controller support, unfortunately. I'll have to add some.
@satacat Thanks for playing!
@digital-bacon Thank you for playing.
@matt-ravenhall Thanks for playing and the feedback. I'll investigate what happens to the volume.
Hey, thanks for making the game! I played through it and recorded my thoughts.
https://youtu.be/HxZAEpL37y0
@vykri Thanks for playing and the feedback! It was nice to see some live thoughts and you gave good insight. Hopefully the upcoming update solves some of the issues. I'll try to come up with some levels that encourage to actually use the time mechanic.
Really nice entry! I found it easy, which was weird after looking back at all the comments talking about the difficulty (:laughing:)! There are a few things I would change (a clock collection counter, some of the tiles don't look great when they're repeated, music could be upgraded, more emphasis on *"time only moves when you do"*), but overall, I really liked it (:thumbsup:)! Most of my complaints don't really make sense for a game-jam game anyway, but I think they're worth noting! The character controller felt responsive to my actions, with my only problem being I was being unable to control the height of my jump, so I enjoyed platforming through it! >:3
A little on the short side, but it made up for it with a pretty dang good game! Keep it up! :clap:
@sephowepho Thanks for playing and the feedback! I guess you're quite a platformer then, huh. :laughing: Yeah, some of the issues should be addressed by the upcoming update. Your comment inspired me to implement some control to jumping, we'll see how that will feel.