Tower of Time 2 by CodeRaurus

The unexpected sequel to my first Ludum Dare entry.
The Time Lords are back and you only have 10 seconds to close each dimension gate to prevent the calamity!
Controls: - Move with AD or ARROW KEYS - Jump with SPACE or CONTROL
- Restart a level with R
- Open menu with ESC
Attention! Music glitches on Chrome, please use another browser for better experience if you can.
Tools: - Godot 3.5 (GDScript) - Aseprite - ChipTone - FL Studio 20 - Font is "AtariGames" from Nb Pixel Font Bundle
| Itch Page | https://coderaurus.itch.io/tower-of-time-2 |
| Git Repo | https://github.com/coderaurus/LD-51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/tower-of-time-2 |
Ratings
| Overall | 240th | 3.424⭐ | 74🧑⚖️ |
| Fun | 234th | 3.326⭐ | 74🧑⚖️ |
| Innovation | 392th | 2.861⭐ | 74🧑⚖️ |
| Theme | 280th | 3.479⭐ | 74🧑⚖️ |
| Graphics | 121th | 3.826⭐ | 74🧑⚖️ |
| Audio | 208th | 3.275⭐ | 73🧑⚖️ |
| Mood | 177th | 3.423⭐ | 73🧑⚖️ |
| Given | 71🗳️ | 129🗨️ |
Either way it's very stylish
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 :)
@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.
I think you can set its focus mode in the inspector to NONE
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.

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
@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.
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.
The levels were pretty well designed though which made me wish there was more of it :D great job!
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:
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!
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!
@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.
@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.
:purple_heart: :dart: :frog:
@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.
@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.
Seems like it could be expanded into a finished game at any time.
I made it! wonderful game!(rate back plz!)
@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.
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!
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!
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.
@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.
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!
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.
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
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.
@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.
One small bug: sound effect volume seems to reset to max when the restart button is pressed.
Nice work!
@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.
https://youtu.be/HxZAEpL37y0
A little on the short side, but it made up for it with a pretty dang good game! Keep it up! :clap: