Falling in Time is a platformer for those that want a challenge wrapped in an explorative type theme.  As Birb it's your responsibility to reach the end of the Tower and fix the time chamber. Dash your way through the level and reach the end with a maximum of 59 seconds on the clock (+ any extra you can pick up along the way)..

Created in 72 hours for a Game Jam : Mini Jam Birds 

**Updates**
- Gave obstacles a whiter outline
- Given a Checkpoint before climbing
- Fixed Checkpoint not restoring time or giving dash ability
- Fixed the lack of clarity and increased the gammer overral with a boost in saturation to the platforms and obstacles.
- Zoomed the camera little further out when travelling for 80% of the game.


CONTROLS
W/D = Movement
SPACE = Jump (Hold to glide)
L-CLICK = Dash (Whilst in Air)

Comments

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Fun little game. Nice art, nice music. I like it. But its very rough around the edges. THe sudden change in music and pace is very jarring. Its just a bit unpolished in a lot of ways

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The music transitions from calm to frantic because you are now under time pressure, it’s NOT sudden and it LERPS the audio of both tracks over a second or two, I don’t think it’s jarring at all. I don’t think it’s unpolished or rough for a gamejam at all :) I think maybe your standards are high. Thanks for playing.

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Dawg, I wasnt trying to insult you personally, I dont even think your games's bad at all. I didnt even know it was for a jam, ok? Its fine that you dont think the game's a bit unpolished but try to atleast consider other's opinion

ok I realize that my previous comment might not contain much info about which things I think are unpolished. I have played the game again. I still think its rough around the edges. I still think the music change is a bit too quick. I like the dash. I like the gliding mechanic but sometimes it doesnt work how you would expect it to, maybe a bit of coyote timing/grace time where you can still hold down the jump button and glide  would be good.  I think the number of dash's the player can do is a bit too much. Maybe increasing the dash cooldown might be nice or just reducing the number of dash in reserve. Sometimes its a bit hard to understand which obstacles will hurt you and which wont and why they would even hurt you. Anyways, man, fun game

I appreciate you explaining a bit more on the unpolished parts. I can agree that maybe there is no indication that the game is about to speed up or get harder. I could do better with pacing, and maybe take another look at the transition of music, or maybe the music could be more similar so it doesn’t feel so jarring. I think you are right about the jump button, with coyote time, it would be a much-needed addition and feels great when it’s there. I did try to include a variable jump (not the best, I admit), but coyote time is something I should have looked at adding.

Initially, there was no cooldown on the dashes, and I wanted a little bit of balance. I also wanted it to be fun, which is why I gave so many. I could see that maybe it’s a bit forgiving. You are not alone in the obstacle and knowing which ones will hurt you—I really struggled here to find a balance between art and functionality. In the end, anything with a bright outline is dangerous.

As a developer, it’s hard to balance for all different skill levels and develop a game in such a short amount of time. While I playtested the game a bunch of times and changed so many things over the course of development, I did fall into the trap of optimizing my own playthroughs. I had a few playtesters check it out, but nothing stood out as concerning for me to change.

I do appreciate you taking the time to come back and have another go, and give me some good points to focus on. Thank you, and have a great day!

Yeah, I feel you. Its really hard to  playtest and then implement new features in a jam since you're just focusing on actually completing the game. Anyways, the consistency and quality of your games is astonishing. You're like a chinese gamedev sweatshop or smth lmao