TimeCave by Karahan
Created for Ludum Dare 50. It's our first game. In TimeCave, you play as a clockwork robot who is struggling with time. It has a wind up key on it's back and that is the source of your life power. The key acts like a watermill under waterfalls to recharge it's energy. Do you think you can delay death, or even something greater?
Controls are simple, you can hold [A/Left Key] to jump left or [D/Right Key] to jump right. Be careful with the charge amount though!
P.S. There may be audio glitches in web version so I recommend to download!
| HTML5 (web) | https://karahanbuhan.itch.io/timecave |
| Link | https://github.com/karahanbuhan/TimeCave/releases/download/1.0.0/TimeCave.exe |
| Original URL | https://ldjam.com/events/ludum-dare/50/timecave |
Ratings
| Overall | 441th | 3.717⭐ | 32🧑⚖️ |
| Fun | 793th | 3.283⭐ | 32🧑⚖️ |
| Innovation | 334th | 3.655⭐ | 31🧑⚖️ |
| Theme | 710th | 3.638⭐ | 31🧑⚖️ |
| Graphics | 63th | 4.533⭐ | 32🧑⚖️ |
| Audio | 123th | 4.033⭐ | 32🧑⚖️ |
| Humor | 993th | 2.4⭐ | 27🧑⚖️ |
| Mood | 135th | 4.107⭐ | 30🧑⚖️ |
| Given | 34🗳️ | 35🗨️ |
Probable bug: I fell in a hole right before some portal (red pulsing thing) and got a blackscreen, but music continued.
Honestly, great music and great art.
A few notes tho:
- I feel like given how often the player dies the fade away screen takes too much time.
- I wish there was a way to cancel a "jump" after having pressing A or D.
I quit after realizing the white flag near the sword was not a checkpoints. Please understand that people usually don't play game jam games for that long on your future games, so adding lots of checkpoints usually makes your game more enjoyable.
( I'm not so sure on how the game fits the theme. ( Maybe it's related to the ending? ) )
We tried to apply the theme in story and mechanics. I agree that fade away screen is a bit long. Not being able to cancel your jump is definitely intended but you can change the direction before releasing the charge.
I put the white flag especially there because I thought people would give up there :smiling_imp: There is a checkpoint just a little after that point.
Unfortunately, the tiny bump collision bugs are not that easy to fix because of the graphics (not using tiles or anything).
Have fun!
* something like a trajectory which shows you how far you jump
* faster respawn time
* maybe checkpoints, it was kinda frustrating begin a the start again
I enjoyed it tho. Well done
A few suggestions, I hope they're helpful:
* I, too, would have liked more checkpoints (I didn't realize there was one until I saw the comments).
* Maybe also some kind of indication of how far the next checkpoint is, or how far the end of the level is?
* At least once, I accidentally missed some of the dialogue. Maybe there could be some way to see previous lines, like maybe a window with a log of what the robot said?
* As for changing the collision difficulty - even without using tiles, maybe you could use a different bitmap to encode the collision info?
* Also, it's not obvious that making a large jump won't punish you for the hard fall.
* Maybe if you press A/D for too long, then the meter could go back down, so if you miss the jump strength you wanted, you could get another chance?

Beautiful.
On to the actual review, this is great! The pixel art is very nicely done, overall, and the audio adds to it to build a strong atmosphere for the game. The pixel art for the UI here especially is a great attention to detail. The gameplay is simple (which makes the above more embarrassing), but very polished and well made (having a little power bar goes a long way). Very nicely done!
Death is punishing and it's effectively random - there's no visual indicator for how far a jump will take you. It took me at least a dozen times just to get up to the second floor of the cave, and when I slipped and fell into the pit and had no recourse but to die and restart, I simply gave up.
I really hate to say this: this game really isn't fun at all? Dying on hitting a wall is frustrating, all the more since, again, you can't tell where a jump is going to land you. It's not like Dark Souls, where you have enough feedback to determine what move to make next and a decent amount of margin for error if you make a mistake; this game demands trial-and-error experimentation but also brutally punishes any mistake you make. (Imagine if Dark Souls sent you back to the last bonfire if you ever took damage for any reason!)
Add a visual indicator for jumping and remove death on collision, and you might have a lovely, chill exploration game here; as it stands, the theme you've nailed here is less "delay the inevitable" and more "death is inevitable."
I wouldn't say death is random, there are some tiny collision bumps but they shouldn't affect the gameplay much. Game definitely requires you to build a muscle memory to understand how long your jump will be.
About the theme, you "delay death" by using waterfalls and the ending/plot is about "delaying the time" which is definitely inevitable. :fireworks:
