The Subtle Hourglass by Eli Delventhal
The Subtle Hourglass
https://www.youtube.com/watch?v=SY6d89_4L9A
How to Play
You will have a goal and an arrow pointing to it. Do that thing! Fight monsters along the way. Careful, you only have 60 seconds before the hourglass kills you! When you die, your previous playthrough becomes a clone that can help or hinder you.
- Arrows or WASD: Move around
- Space: Attack
- Shift: Defend
- Delete (backspace): Rewind time and make a clone
- Hold R: Restart the game
- Hold Esc: Quit the game
As you collect goals, you will get powerups, although I didn't have time to add feedback telling you what they are in-game.
- Dragon's Blood: +1 health
- Adamantite Ore: +1 damage
- Bones of Prisoners: Ethereal; pass through clones and enemies
- Kill 20 enemies: Speed increase
Story
Your home is under attack by monsters! It would be inevitable that they would kill you and your siblings, except your family has the Subtle Hourglass! You've long been warned never to use the thing, as the moment you touch it, you will have only 60 seconds to live! Once you die, it will reverse time and create a time echo of your past exploits, forcing you to relive the same 60 seconds over and over again.
Use the power of the Subtle Hourglass to rescue your 2 siblings, and then gather the ingredients needed to destroy it! All within 60 seconds...
Development notes
Made in Unity, art done in Aseprite, audio in Amadeus Pro.
This was a fun one to make, I've had this sort of idea for awhile but of course it changed a bit during development. I basically wanted to combine aspects of Snake (kill yourself but running into yourself), Overcooked (flooded chokepoints), and Minit (limited time before death). The Snake part definitely fell away, but I really enjoyed the genuine humor you get from all your little ghosts getting in your way.
If I had more time, I would make the overall feedback and level design better, and would probably add some way to kill your ghosts off. As it stands, if you play too long things basically become impossible.
I haven't made my own art in awhile. Holy crap that takes a long time (I spent half the 48h on art)! I decided to use some art I already had as reference and then basically re-painted all of it in aseprite with modifications and added a whole lot more. I find starting with a reference makes it much easier to produce the volume of art I needed for this one.
Thanks for playing!
Ratings
| Overall | 206th | 3.621⭐ | 31🧑⚖️ |
| Fun | 228th | 3.534⭐ | 31🧑⚖️ |
| Innovation | 62th | 3.983⭐ | 31🧑⚖️ |
| Theme | 368th | 3.517⭐ | 31🧑⚖️ |
| Graphics | 301th | 3.466⭐ | 31🧑⚖️ |
| Audio | 200th | 3.464⭐ | 30🧑⚖️ |
| Humor | 306th | 2.76⭐ | 27🧑⚖️ |
| Mood | 305th | 3.25⭐ | 30🧑⚖️ |
| Given | 25🗳️ | 37🗨️ |
Looks like the days of putting builds on my simple webhost are over. I'll get these all on itch.
I never actually tested restart or quit, haha. Maybe they're broken, sorry!
As I am typing this I notice that it is a COMPO game, what? How? Amazing!
-The background is way less visually appealing than the rest, it seems messy and because of the absence of characters outline, it can become a bit hard to see what's an item/entity and what's the background.
-There seems to be an input lag in combat, especially with the sword
-The delay in camera movement is too big, it makes it hard to see where you're going, at some point, I even had trouble following the arrow as it always was outside of the screen.
But overall had a great time and if you ever make a post jam version I'm looking forward to it.
My small remark: the backgound is in too low resolution compared to the rest of the game, it can be quite confusing.
Really impressive for a compo
@slecornu since it's a compo game I only have 2 days actually. I could have balanced it much better with 3. :)
@pordrack thank you so much for the excellent constructive feedback! With the upgrades, the idea was to have it be more sprawling / let you explore, but I literally added them with 1 hour left so didn't get time to explore that idea as much as I hoped. The speed boost is the only optional one. Haha bummer swinging your sword at the start! Another undeveloped idea was being able to change your start location or kill off some clones, because a few mistakes like that can make it impossible to win. Good feedback on speeding up the rewind. Yes, the background is quite ugly. It was also something I had to do very quickly, and there are so many rooms that I really couldn't spend enough time. Basically, I painted it super rough, put it through an AI filter to give it a uniform style, and then pixelated it. No way to get nice crisp pretty art that way, but at least I had something. :) Yes, the sword has some lag – I'm not an artist so I did way too many frames on the swing. I should have just cut some out but so it goes. Good call with the camera! One of those things I didn't get to tweaking.
@aune Thanks so much! Great points, I agree the backgrounds aren't as pretty as I'd like.
@kiddy Thank you! Agree about the camera, and yeah the controls could use a bit more work.
@steve7411 Thank you for the feedback!
https://www.twitch.tv/videos/1451440143?t=06h23m06s
The combat was surprisingly enjoyable, albeit extremely simple. I think the time limit and low hits made it a lot more engaging than otherwise, especially once the clones started getting more sizeable in quantity. The fact that your attacks and enemy attacks cancel each other out when they connect is rather interesting in a game like this, as it ended up being something I tried to actively avoid in order to save on time despite it technically making combat easier. The shield is also a really good feature, providing much-needed defense against both groups of monsters as well as your many clones. The fact that you can just hold down the shield button to block, though, feels a tad off, and also makes it way harder to defend . The little stagger animations and attack telegraphs are really nice details that make the combat more manageable. I do think that there wasn't enough incentive to fight enemies most of the time, though.
The camera was a major source of frustration. For one, it is way to zoomed in, which not only sort of lowers the quality of the art but also makes it more difficult to see the enemies around you (especially in larger rooms). More objectionable, however, is that the camera takes WAAAY too long to actually center on your character. You have to slow down way too much to actually be able to have your camera stay centered, which made things way too frustrating once I had to start rushing through in order to avoid my clones and stay under the time limit.
Overall, this game is very cool and unique with some frustrations. Good job.
Both you and @gix 's (and others) feedback about the camera is a great point. This is why I wish I had had time to do some playtests. It never bothered me, but I see now why it's an issue, and it would take me literally 30 seconds to zoom the camera out or make it follow more tightly. Oh well!
Other than that, I like the overall concept. There's some nice pixelwork going on here, and it's clear that you've packed a lot of stuff into the house, though I think smaller sprites/bigger rooms would help make things feel less claustrophobic (and make it less likely you'll die from friendly fire!)
My minor complaints are mostly about the visuel style as these character sprites don't really go well together with these backgrounds with the weird perspective angle.
@lesinvisible Yeah, the backgrounds are super quickly sketched and then filled out with an AI. It's definitely much uglier than the characters.
I wish the attacks were able to hit enemies above and below, as I found myself stuck sometimes trying to maneuver myself to the left or right of an enemy who seems to have an entire circle of attack.
The chaos that occurs the longer you play was hilarious, and it just kept getting worse. There is some point at which I felt like I might as well restart a new game as I can't make progress past myself. I can see a more polished version of this game handling that situation automatically or otherwise allowing for it to be mitigated.
But I kept playing it again, because I wanted to rescue that second sibling!
Strategically, I realized I needed to try to time my attacks such that my future self can more easily avoid it. "Stand by that blood stain, then attack the slime." "Last time I killed myself because my past self attacked a demon in a doorway. Let's not do that this time." It's got depth!
I loved it. Great work on this one! The music, the special effects, the concept were all great, and I look forward to seeing this one developed with more polish if you plan on it.