Seed Of Time by theStoff

At the end of time, at the foot of the crumbling remains of a once prosperous land stands a young mage, Amber. She, the keeper of the world tree holds a seed. This seed holds the power to start the cycle of life and time anew.
Set out on a journey ravaged with monsters in search of the last remaining sources of life in the world in the hopes of making the seed blossom into a new world tree.



Controls:
Movement - WASD or Left Stick
Aim Direction - Mouse or Right Stick
Shoot Magic - Left Mouse Click or Right Shoulder Button
Dash - Space/Right Mouse Click or Left Shoulder Button
Team:
Programming - Frozendoze
Music and SFX - Mirando
Level Design - Kage
Art - Stoff
| Link | https://thestoff.itch.io/seed-of-time |
| Original URL | https://ldjam.com/events/ludum-dare/50/seed-of-time |
Ratings
| Overall | 47th | 4.221⭐ | 72🧑⚖️ |
| Fun | 89th | 4.064⭐ | 72🧑⚖️ |
| Innovation | 687th | 3.321⭐ | 72🧑⚖️ |
| Theme | 989th | 3.386⭐ | 72🧑⚖️ |
| Graphics | 6th | 4.785⭐ | 74🧑⚖️ |
| Audio | 34th | 4.304⭐ | 71🧑⚖️ |
| Humor | 853th | 2.67⭐ | 58🧑⚖️ |
| Mood | 69th | 4.254⭐ | 69🧑⚖️ |
| Given | 24🗳️ | 15🗨️ |
My only complaint is that the player's hitbox is a little strange feeling, especially when it comes to the floor hazards.
I absolutely love the color palette, it's very earthy and fits the game extremely well. It's amazing what you can do with like 6 colors.
I love myself some twin stick shooters, this is my kind of jam!
I feel like it's somewhat difficult, especially when I lose half my lives by accidentally dashing out of bubbles or missing what feels like really close dash-distances. HOWEVER, I love the challenge in that!
At first I didn't realise the black stuff on the floor was damaging me, I thought I was running into some sort of bug and I just couldn't figure out what was hitting me. Took me a while!
**JAM VERSION NOTES**
PRO(S):
+ Amazing. STUNNING, art (This includes sprites, animations, everything)
+ Responsive, TOP-NOTCH, controls
+ Soundtrack is AN ABSOLUTE BANGER.
+ Different enemy types
CON(S):
- For some dashes it felt like I'd have to be precisely on the edge/walking into the border in order to make them.
- Sometimes when I entered a bubble I'd wait for it to shoot me manually, decide it takes too long and tried to active the dash myself while at the same time I'm manually shot, causing me to immediately leave the bubble. I think maybe a slight cooldown would be neat there! (Even if it's just 10-15 frames or so).
The art is beautiful, the controls are very responsive & precise & the level design is good & challenging.
Great work :)
Art, SFX, the concept, all great. I saw references to Zelda, which I loved.
This is the kind of game I would buy if it was a full game on steam, congrats!
The main problem I had was with the gameplay. The machanics themselves worked really well, and the pace of the game was great too. It is just that those enemies that aim a bullet at you shot way too quickly for my liking. Often I was hit before I even noticed one was there. Also those guys that shoot bullets in a ring are basically unavoidable. There were a few levels where you had to run past one, but there were not enough objects for cover, so I was just guaranteed to take damage. This did not feel great, but maybe I missed something?
The mechanics themselves worked very smoothly and played so nicely that I pushed through the frustrating parts and finished the game! Overall I think the game was amazing and truely impressive. I did not really understand the story, but that just adds to the mystery :) Thanks a lot for making this! This was fun to play :D
This was one of my favorite, form the artstyle to the general feel. The level design was really good at certain points and not so much at others but I generally felt like you knew what you were doing. Still, the lacks of checkpoint made me quit after loosing too much on level 2.

All in all? I had a good time with this game! Very solid mechanics with a good amount of predictability. I found myself panic-running through many areas and using my dashes to avoid fights, and between that and the timer it adds an air of desperation to the whole game. I wish there were something more gradual, though-- for example, a shifting background hue that goes from dark blue to dark crimson/orange as the final hours near.
I know there's a time pressure involved, but the level design towards the end did start to get to me. I had a lot of issues dodging the circular fire flowers at first, and I don't feel like I did anything particularly different successfully dodging them-- I just stopped dying to them eventually. It didn't feel like a satisfying experience and I think this particular type of enemy drags down the experience considerably.
I played the postjam version, and while most of it was fine I do wish this particular platform was addressed as I think I've uncovered a bug:

At this platform, the safest angle is to go straight. Instead, you'll find that you don't fall to the platform below, but instead fall to your death. I think this area needs to be a gap to properly communicate that as the death I experienced here felt very much an issue of the game instead of my own.
This is all coming across as a very negative post, but I had a great time with your game. It's a functional top-down shooter with some very tight platforming, great art, and a clear UI I never struggled to understand. I liked the use of the bubble travel to increase the scale of levels and I never felt like I was blindly guessing where to go. Aside from the point I screenshotted, I felt like the level design made great use of the dashes and even with the circular turrets each level had me at the edge of my seat believing that my next run would be "the good attempt."
I know this is as of now a one-off, but I think what you have here is a great foundation for a small-scoped game with a few additional tricks added. Congrats on the submission, everyone!
Some part that took me off :
* The "Final Hour" screen cutting the view for some seconds while we are in combat but doesn't pause the game. Ended up dying a few times because of that :sweat_drops:
* When we die after taking a bubble, we respawn on the bubble spot, making us retaking instantly the bubble and dying a 2nd time if we are in the wrong direction.
also these sniper plant with slightly auto-guided shot are nasty ! lol
But on overall, the entry is pretty solid ! Good job ! :tada:
Played 1-st version of the game.
For the game jam I would avoid using a life system where you need to replay big parts of the game. I would prefer to always start from the place I just fell off and not from the start of level. So I can get to the parts you created that I haven't seen faster. The game feels disrespectful towards players time in that regard. I would change lives for coins or seeds or something which is nice to collect. It fixes the issue at the very end that you can just dash through arenas without killing anybody and without stopping, really..
I found the color palette beautiful and the soundtrack fits the game very well.
I just thought the relationship with the JAM theme was weak. But until then, who cares about that having such a good game between their hands?
Congratulations!
I've played your previous games, so I know you're not foreign to the world of level design, but the placement of enemies gives off the feeling of "the developers were playing the game a whole bunch, so it felt easy, and they wanted to make the game slightly difficult, but since they created the levels and knew where all the obstacles were, it's hard to gauge difficulty while designing it." That, in combination with how fast the projectiles are made it feel like I'm being punished for not knowing the layout of the levels. How could I? I haven't seen them yet.
It goes without saying that the controls are tight. Your team makes games that feel great to play every time, and the dash mechanic both feels and looks good. I assume the engine you use doesn't have a full screen option for the builds? My monitor is outrageously huge, so the game taking up a tiny portion of it might also be why I had such difficulty. All in all, it's a great game, I just think it needs some balance in favor of the player.
The levels we generally well designed, and combat was engaging. however we didn't finished the game due to the frustrating platforming :(
Everything is amazingly done, so congratulations to all the team! You guys did a perfect job, my score for you all is 10/10!
did you really do all that in 72h only!?
these graphics, animation, level design and all?
in a team of 4!??
what is your secret!!??
it's pretty mad - fully fledged game, polished af - with a speedrun timer that can be toggled in the options and everything!??
blows my mind, it really does :o
if I were to be critical I'd say i believe I'm not part of the audience you're aiming for - it's a pretty hard game (by design - i understand that) and i get frustrated ^^# haha
also I'd argue some of the hitzones from the platforms are ever so slightly off, so it feels needlessly punishing in some places
but yeah it's a very impressive game
gg you guys, kudos to you :D

So we really like your game and we're streaming Ludum Dare 50 games this week-end both Saturday April 16th & Sunday April 17th starting at 10AM CEST [--> Paris summer time] on our Twitch channel --> https://www.twitch.tv/teamchoochoo
Would you like us to feature your game? This may redirect some traffic to your page for more people to try your LD50 game :smile:
If you would, please e-mails us anecdotes and sneak peeks of your creative process (photos, screenshots, beta/WIP asset renders, mood boards, concept Art, etc.) so we can present them alongside and illustrate your LD50 adventure to our audience :slight_smile:
Here's our e-mail to send us all that good stuff to --> TeamChooChoo.GameJams@gmail.com
Please include your game's name in the e-mail's title
Have a great day, I hope to hear from you soon - thanks for that great moment I spent testing your little nugget of a game, and see you in the chat during the stream, I hope :heart:
The controls could be improved:
- there is no remapping feature. I tried two different controllers before resorting to an Xbox controller. On a positive note thank you for the d-pad support (only on the Xbox controller for some reason). Given the binary move controls this is more accurate.
- the keyboard controls uses virtual keys this causes issues on non-QWERTY keyboards.
Feels like a bullet hell game with celeste-like artstyle, loved the music, sound, the enemy design, the platforming, and just everything !! I would buy this game if it was on sale, the dash mechanic and the speedrun timer is just a cherry on top to make a phenomenal game.

This could evolve into a fun full-fledged game.
Some people have already adressed some bugs that happened to me as well, so I won't mention them here.
However the gameplay can be kinda unforgiving at times. I like hard games that can be a bit frustrating, but with this kind of gameplay the health system can be... obnoxious.
I'd say that removing lives and just teleporting the player near whenever you die (like what it already does when you fall) with the time limit is already enough challenge (as some people have already said, the "Final Hours" screen is kinda intrusive. Just add the final hours text at the bottom with some highlights).
I'm guessing the live system was implemented because of the enemies but I think a flinch is better than just restarting the whole level.
Overall, even with the negatives, I really liked it and would love to play more in the future if this goes somewhere!
The color palette and the sprites are beautifully done, the SFX and music fits perfectly and the ideas presented are great!
Good job~
Thanks for the game!
The mechnaics feel very good and I like the teleport mechanic a lot! I just played for 10 minutes now because I wanted to rate and comment - but wow! This game is gorgeous together with the animations, the title illustration is stunning and I love those Demogorgon enemies (I'm just going to call them that ^^)
Really a very good, impressive job, feel like this needs to be further worked on and put on Steam :))
basically 5 stars all around.
I couldn't rate the audio because it didn't seem to work on wine