Timestep by taco360
Timestep is a top-down puzzle-ish adventure game where every action you make sacrifices time. You'll need to figure out the fastest way to collect all 3 keys if you want to make it out alive.
I drew all the sprites for this game myself. I went for a cartoon-ish "rough" style (I.E. the outline of the island pokes out a bit in the corners and things like that).
This game was made in 3 days during Ludum Dare 43. This idea was way too complicated for the time limit, and I had to cut a bunch of ideas to make it work in practice, but I had a lot of fun with this one. Hope you enjoy playing it as much as I did making it! :D



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POST-JAM UPDATES (Version 1.1 and 1.2 Patch Notes): -Fixed collision issues in the forest area (reduced tree density)
-Lowered volume of the sound that plays upon failing.
-Added Mac build (Note: this is untested, so if you run into any issues launching the Mac build please let me know)
-The spacebar now swings the axe just like left-click, this should make playing with a trackpad easier.
-Added some text files and stuff, especially with the Mac version.
| Windows | https://taco360.itch.io/timestep |
| macOS | https://taco360.itch.io/timestep |
| Original URL | https://ldjam.com/events/ludum-dare/43/timestep |
Ratings
| Given | 5🗳️ | 6🗨️ |
Here's a UX gripe: Why does the game use the mouse to chop things, and the E key to use objects? It doesn't even use the mouse for pointing at objects. I was so close to being able to play the game without fighting my laptop's trackpad, but for that darn mouse button thing.
Also, I used a Unity package called Cinemachine for the camera movement, so the map zoom was actually really easy to add when I realized that it was difficult to tell where you are in the default zoom.
EDIT: I pushed out a new update that adds the spacebar as an alternate keybinding for the axe.
The concept of the game is good, remind me a mix of Minit and Half-Minute Hero ! It's a good approach of the theme.
You have a good prototype from which to work.
Maybe you need to work on the coherence of the island and the environment a bit.
There is a bit of variety in the assets, little animations and little FX, there is sound, you can win and loose, the game is pretty complete !
@bastilo I think that's not reallythe point of the game. If you take off the time feature it would take away the originality of the concept
@bastilo Again, thanks for giving this a try! I have to agree with thob though, taking away the time "resource" would kinda defeat the whole "sacrifice" ideology. However, more survival-ish mechanics would improve the game by quite a bit. That was actually the original idea, but I didn't have enough time to do that so I went with more of a puzzle / adventure type game.