Once Upon A Tiny Time by LDJam user 259666

Once Upon A Tiny Time
OUATT is the story of a peaceful farmer, taking care of his quiet garden. His days are made of rewarding work, a task at a time (10 seconds for each task to be exact). But it wouldn't be much of a story if it stopped there, would it ? You will have to defend your home against waves of enemies, collect their remains to grow your vegetables, harvest and use your vegetables to reload your turrets, to help you defend against the next evil trespassers.
Oh, did I mention those attackers are humans ? And you play as an orc. Just a tiny detail, really...
Good luck in your gardening !
Gameplay
Your day is cut into 6 periods of 10 seconds. Each of these periods is dedicated to a task :
- Night time : harvest your crops
- Dawn : Check on your defenses, reload your turrets
- Morning : take a rest, enjoy you peaceful garden
- Noon : Attackers! Shoot from a distance, defend your self in melee, and check on your turrets ammunition
- Afternoon : Clean the mess, collect the bodies of your fallen enemies
- Dusk : Grind the bodies in your machine to create Fertilizer for your garden

Credits
Gaëtan Saura : Game director, Game design and programmer
François Jacques : 3D environment and tech artist, animator
Jeanne de Perthuis : Concepts and 3D artist, rigger
Marie Dangréaux : 3D and texture Artist
Lalo Messine : Narrative and Game design, voice acting
Thanks to HiQub studio, Lyon, France.
Tools
Blender : 3D modeling, rig and animation
Substance painter : texturing
Krita : UI design
Mixamo : animations
Unreal Engine : Game Engine
Comments
So hard, so fun and so much stress ! It was a very cool experience.
We made all this game assets during the last 3 days and only use unreal default template.
Congratulations for the team for this very very good job accomplished.
Thanks for all and have fun !
Bugs
- Humans can't hit the house (We will fix it in few days)
- When humans die, damage keep activated.... but... normally they can't... they died...
Patch notes - Fixed Version
- Add AZERTY keyboard support in the main and pause menu
- Add Inverted Y Camera in the main and pause menu
- Humans can attack house and player and is a loop...
- Humans lose their damage box collision when died
- House has a life !!! A liiiife !
- Delete bugs props
- Down tower volume and up narrative voice
- Change die screen with reason
- Sorry for all of that :cry:
Screenshots





:thumbsup: Thanks for all of us !!

( Anonymous comments are now opened )
Ratings
| Given | 38🗳️ | 26🗨️ |
The graphics are also very pleasant - tremendous job in jam time, really impressive!
Controls felt strange to me and as a result the game played quite awkwardly. Or maybe I stumbled upon a bug here? WASD didn't work for movement, so I had to walk with arrows. Which would be fine, if you would not have to use a mouse for anything - but you do. To effectively and comfortably use arrow keys for movement, mouse for looking and shooting, and interaction keys - I'd need a third hand :laughing:
I feel a Shrek inspiration here :smile:
The difficulty should ramp up way more slowly to let players have a chance to figure out how everything works.
Its easy not to realise how hard your game is when you have been playing it all weekend.
[testing the original version and then probably the fixed one]
1. ‘Oh, did I mention those attackers are humans ? And you play as an orc.’ -> I get a *Dungeon Keeper* vibe :)
2. I already expected the game to be super beautiful given the screen captures and size of the team with multiple artists, but I am still impressed by the attention to detail, such as passage of time right in the title screen!
3. this may be an Unreal Engine thing (optimation problem?), but as with many other UE games, I get rather low FPS
4. narrator voice: hahaha, as a Frenchman myself, I totally recognize the heavy French accent I heard more than once! ;) Not being mean, but this there is definitely a gigantic contrast between the quality level of the graphics (this looks professional to my eyes, or comparable) and the prototypical ‘programmer art’ voice ;) *(Les gars, les anglophones vont avoir du mal à piger la voix ! XD)*
5. but seeing the totally comfortable jocular narration, I now wonder if letting the accent is on purpose! XD Extra points for unabashed humour and silliness. (Yes, repeating "grown" and the "next attack" joke all seem to confirm this! HAHAHA, and ‘baguette, vin rouge’!! XD)
6. I get a super hard time getting the action and what to do!! Because we are thrown into the field, not knowing where things are, and 10-second phases makes everything extremely fast; I think a great idea would be including a **slower** tutorial phase, before the 10-second madness begins
7. mixing tower defence and first-person shooting is a great idea!
8. wow, ragdoll physics? Shot a guard at point blank range, and he funnily became ‘auto-entwined’! X) (did not have the time to grasp a capture before disappearance…)
9. the voice starting to blather: also like in *Dungeon Keeper*! Anyway, this may be the funniest game I saw up to this point (even though I did not see many, out of slowness). :)
10. villagers even get bloodied when we shoot others near them! Really **crazy** amount of details
11. suddenly died without noticing why; 2nd run: better following the tutorial!
12. had not noticed the looks of the sweet house! ‘WELCOME’ + flower + bone is funny, and the shape and colours remind me of *Banjo-Kazooie* XD Also notice the ‘hand-drawn’ sketch of a corpse!
13. lost again; by the way, should it not be an orc’s head rather than a human’s head, in the game over screen? ;)
14. the low FPS really makes the game almost unplayable for me… :s BUT: I still get that our weapon is super powerful
15. I wonder if 10-second cycles is really workable to a human player not using a script XD I think the mechanic should maybe be changed in some way so that cycles are workable
16. sometimes, villagers seem to stop for no reason
17. the corpse containers have apparently no fill indication? Would be useful.
18. Switching to the fixed version! (which I am afraid will be too hard; I liked invincible house XD) Ah, so pleased to read ‘French 'AZERTY' keyboard’! :D Nevertheless, PROTIP: you can program keys independently from the layout, so that no key rebinding be necessary. Simple and adaptable: I definitely advise looking into it!
19. hearing/reading the puns once again: I realize some of them will be wasted on non-French speakers ("Dentamerr", "Casinorc", "Lhorque"…) X)
20. Important suggestion: the phase of the day should be made even clearer than what the upper indication currently achieves; you could have its name written in a big font somewhere in a corner of the screen, for example, and a horn play at each new phase
21. Oh my God, my fears were materialized: house destroyed on the very first day! :o ("Olala" XD) You know… I think you should have let the ‘invincible house’ bug in place XD
22. "Change die screen with reason" -> I missed the difference! What is it?
(1/2)
**Takeaway:** the positive: insane graphics, delightful (French) humour and zaniness, nice concept of mixing ‘tower defence’ with first-person shooting (and day cycles). The trouble (and I will go into more detail, as this is helpful!):
1. readability:
1. phases need to be more highlighted (see above)
2. the richness of the environment plays against parsing where important things are and where the action is! Suggestion: add an indicator (for example, a highlighting outline for places, giant arrow(s)… possibly switching the colour of the one that matches the current phase of the day)
3. tutorial: wait before the player accomplishes each task before proceeding to the next one, so he can have the time to understand
4. since we have a subjective view, it is really hard to get where the action is, especially when you have to deal with multiple threats at a time; maybe add a **minimap**?
5. as I said before, the state of the fertiliser machines should be at least as clearly signalled as that of the turrets
2. difficulty:
1. evolution should be steeper, as opposed to getting brutal treatment right from the beginning (as per "someone"’s advice); do note, nevertheless, that taking care of readability should already decrease a bit difficulty ;)
2. I think the 10-second cycle is super harsh (but points for absolutely matching the theme, by the way! XD); you could keep it, but in each phase of the day, have multiple 10-second cycles. For example, for vegetable growing, have multiple 10-second harvests. (For the record, the initial version of my game has the exact reversed problem of 10 seconds being too long. XD And I had considered squeezing in my two daytime and nightime phases into a single 10-second day phase, which I ended up doing in a later version.)
3. I could not really playtest how efficient the turrets were, given the crazy mess the action was. XD But it seemed like the player’s gun is super efficient, while the turrets did little in comparison; this may be caused by their having depleted ammo, but still, do check their parameters! (damage, firing rate, ammo depletion rate, and even how their enemy-selection AI is working)
3. technical (although this may go under the "difficulty" column): now, this may depend on hardware, but I have also read other people have Unreal Engine games run slowly; since the game displays many elements at the same time (scenery + villagers — with physics!!), you want to check **optimisation**. Which may well be super tricky to do, I do not know, I am not an Unreal Engine user (I am quite a low-level-oriented ~~guy~~ nerd — and also dislike some attitudes and connections of Epic, but this is another story), **but** even though I could shoot at enemies reasonably, I really had a hard time performing more punctual actions involving E-key interaction, because you need precise positioning and camera orientation.
Well, that was a mouthful, sorry about that! XD But I was really pleasantly surprised by the humour, concept, and even graphical details and want the game to succeed at its job, and it is not really far from it, although from a player’s perspective, I guess an inattentive person will get bewildered. X) Definitely earned some heartily laughs from me, this is an interesting game. :)
Addendum: playing just a bit more to check some sounds and if I can get further, I saw some more puns and jokes I missed at the beginning, took down the first wave essentially by myself, realized you could really use a sound for when the villagers get hit, saw that the turrets **are** way too slow and inefficient, and… got my house destroyed in my back, at the second wave. X)
> WASD didn’t work for movement, so I had to walk with arrows. Which would be fine, if you would not have to use a mouse for anything - but you do. To effectively and comfortably use arrow keys for movement, mouse for looking and shooting, and interaction keys - I’d need a third hand laughing
Now, you know what AZERTY me feels like when playing QWERTY layout-dependent games. ( ͡° ͜ʖ ͡°) This game might be a revenge from the French against evil QWERTY-centred designers! Take that!! XD
PS. I can just change my keyboard layout to French for playing this game and your revenge will have no hold on me (*muahahahahahahaha* :wink:)
https://youtu.be/32Lp7C9QpgU
Thanks for this video and your great and very objective analyse :)
To talk about models, we did all assets of this game, weapons and humans too, thanks for our talented and efficient character artist !
Thanks :heart: