Temporal Tether by fatrobin
You are stuck in a time loop collect crystals to increase the amount of time you have available in each loop and progress to the next level.


| Youtube | https://fatrobin.itch.io/temporal-tether |
| Original URL | https://ldjam.com/events/ludum-dare/47/temporal-tether |
Ratings
| Overall | 1270th | 3.158⭐ | 21🧑⚖️ |
| Fun | 1069th | 3.105⭐ | 21🧑⚖️ |
| Innovation | 1313th | 2.816⭐ | 21🧑⚖️ |
| Theme | 685th | 3.737⭐ | 21🧑⚖️ |
| Graphics | 1402th | 2.658⭐ | 21🧑⚖️ |
| Humor | 806th | 2.694⭐ | 20🧑⚖️ |
| Mood | 1299th | 2.861⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 5🗨️ |
The game was a bit short but still i like it, this kind of mechanic can give a lot of twists and complicated puzzles.
I wasn't sure whether this game was meant to be more of a puzzle game, or more of an adventure game, or more of a top-down platformer. Maybe if it was made more difficult in any of these three areas, it could give the game more of an identity. Just an idea, feel free to take it or leave it!
I would love to play some more tricky level.
Nice entry overall.
Cheers
1 - Mecânicas, Aprendizado e Fluxo:
Mecânica bem simples e fácil de aprender.
Como não há maiores implicações em falhar, puramente repetir o desafio parece repetitivo.
Em caso de continuidade do projeto, sugiro adicionar algo que é acumulado com o passar dos ciclos temporais que force a pessoa a tomar cuidado (talvez barra de vida).
Senti um pouco a caixa de colisão em alguns pontos (mais do que o esperado); a sugestão é que ela tenha o tamanho reduzido.
2 - Gráficos, Áudio e Narrativa:
Os gráficos são simples e passam o que precisam passar.
A narrativa me foi entregue principalmente ao final, quando eu notei o que eu estava fazendo (em uma versão polida, seria interessante adicionar ao menos pistas mais intensas da narrativa aos poucos).
3 - Cultura:
O uso de cristais com relevância mística/metafísica é recorrente (é possível aproveitar bem isso).
O aspecto de masmorra em um lugar misterioso ajudou a evocar a sensação de desafio sobre o próprio fluxo da realidade.
4 - Monetização:
Suponho que o jogo possa vender a baixo custo em stores como itch.io, Game Jolt e similares (especialmente em versão polida).
**[EN] Analysis...**
1 - Mechanics, Learning and Flow:
Mechanics very simple and easy to learn.
Since there are no major implications of failing, purely repeating the challenge seems repetitive.
In case of project continuity, I suggest adding something that is accumulated over time cycles that force the person to be careful (maybe life bar).
I felt the collision box a little at some points (more than expected); the suggestion is that it be reduced in size.
2 - Graphics, Audio and Narrative:
The graphics are simple and convey what they need to understand.
The narrative was mainly delivered to me at the end, when I noticed what I was doing (in a polished version, it would be interesting to add at least more intense clues to the narrative little by little).
3 - Culture:
The use of crystals with mystical / metaphysical relevance is recurrent (it is possible to take advantage of this).
The dungeon aspect in a mysterious place helped to evoke a sense of defiance about the very flow of reality.
4 - Monetization:
I suppose the game can sell at low cost in stores like itch.io, Game Jolt and the like (especially in polished version).
Nice concept and it's pretty well made, I like how you included arrows that show where the next crystal is and the game looks pretty cute.
I was a little confused why I was getting teleported back at start but figured it out eventually.