Things you can do when standing on a teleporter(time manipulators):
(IMPORTANT! gamedev didn't do a good job explaining things in game. He's an idiot. )
time will slow down on a teleporter and your player will stop
Right clicking to anywhere in the room that doesn't contain a teleporter will give you a speed boost. This boost will only happen if your not pushing the movement keys. Alternatively you can cancel the boost by pushing the movement keys.
Right click to another teleporter will instantly teleport you to that teleporter.
WASD = movement
Mouse = aim
MouseLeft = shoot
MouseRight = uses teleporters when your player is in contact with one
You only have one bullet! Sink that bullet into your wrinkled forehead and squeeze! But be sure to catch it again! Use the various time manipulators to, slow down time, teleport, and speed across the level at incredible speeds in order to wrap your dome piece around that shiny shiny metal. As more enemies appear, you'll receive upgrades to keep things under control! (everyone loves upgrades. they're the best)
Tutorial tips and tricks
When standing on a teleporter time will slow down. You can then right click to any other teleporter instantly. But if you click on area without a teleporter you will dash in that direction very quickly, which can be very helpful for catching your bullet. This dash can be canceled by pressing a movement key. When spawning in your player, a good starting point is usually on a teleporter. Starts things sloooooow. :)
Tutorial 1: Dash between teleports by right clicking in an area without a teleporter
Tutorial 2: Teleport between teleporters by right clicking directly on the teleporter
Tutorial 3: Now lets combine what we know, together!
It takes a while to understand how it all works , but once you do the game is a lot of fun. It's super cool dashing and teleporting all over the place to catch your bullet. The upgrades are cool too, though perhaps a bit overpowered.
The graphics aren't super amazing but there are some cool effects such as the dash trail and enemy explosions. The music is okay, though it's a bit repetitive.
Neat concept, and I liked the colored trail effect when the character warps. I made it to level 3, then it was just too hard trying to catch the bullet before it hits the wall.Submitted
I liked the music and now am realizing I was making it further than I had thought! I noticed from the comments that there was no next level indicator which threw me off a little bit at first. I did like the concept though and think it would do well on a device with touch input. I imagine the player frantically tapping around the screen to catch their bullet. Anyways nice work and I had fun killing the creeps mostly because of their blood splatter. Always include that sort of thing, it really makes a game better!Submitted
The gameplay was confusing I must say, the description was needed to get what you must do and how.
Also, it's very confusing when you switch level; without the feedback section, I wouldn't have guessed you passed a level (no visual information, no "next level" or "level 2") and wondered what I did wrong when hitting that enemy.
Also, keep in mind that in a 2.5D game (top down with side sprites), the hitbox shouldn't include the head of a sprite; often just the body (cause you gotta be able to go "behind them")
Aside that, interesting concept!
Thanks for the feedback!
"The gameplay was confusing "....whats new? Haha! This has been a great lesson in what not to do when showing/telling people how to play a game. The lack of transitions is very jarring and something I plan to add and polish for the post jam.
Good call on the hitboxes. I don't think I even touched the collision mask for the player or enemy sprites.
Thank you for playing and the valuable feedback! Very much appreciated.
Really fun to play! I especially liked the visual effect on the dash.
I'd like to echo some of the other comments that asked for level transitions. On my first couple of plays I couldn't be sure if I'd progressed or died. I felt that sometimes I had tried to teleport and ended up dashing instead, so maybe it'd be a good idea to have those separate, like having dash be right click while holding 'q' or something like that. I know some players said to do away with WASD movement, but it adds more options for strategy, so my two cents would be to keep it in.
Add in some more enemy types and polish, and I think this has potential to be a solid game, good job!Submitted
Thank you for playing!
Yeah I'm confused by the lack of transitions too. Especially because the player uses the same particle effect as the enemy when it dies.
For some dumb reason I made the collision mask for the teleporters really small, so that's probably why you dashed instead. I like having the WASD keys too! I had originally planned on more levels that required a little more planning but......... time and all that.
Thank you for this very detailed feedback! I will use this info for polishing the game up!
The mechanic has so much potential. I'd love to see what you could with it beyond 48 hours of work. Great job!
This was quite fun! I replayed this a decent amount, and though I was not great at it I had a good time. The gameplay means you have to really stick to the telepads, which can seem limiting in the beginning, but is entirely redeemed in the later levels where this itself becomes a challenge.Submitted
When I ultimately got how the game worked, I really enjoyed it. The learning curve isn't that hard, it just needs to be worded or tutorialized or reflected on through text. Same with getting to the next level or deaths.
Pretty fun once I got the hang of it! The combination of time manipulation and teleportation made for a movement mechanic that felt legitimately unique.
I would have loved for the music to slow down when time was slowed down! Good job!Submitted
Pretty fun albeit confusing game, the controls aren't obvious at all, even if you read them in the description of the page, and I'm sure a short tutorial in game would've cleared them up well, some other aspects of the game like the passing between one level and the other are also pretty confusing (Why do you have to spawn in the player every time), or even some other aspects like the walls (They didn't work for me) Or the boosting gimmick, that could've worked without the use of the right click to be more intuitive.
Overall I think the game is still really fun, and I love the way you used the theme, but it just falls short of being the entry it could've because of all those little misunderstandings between designer and player.
Oh yeah, and I really liked the music.
Thank for taking the time to play!
The controls seem to be the common downfall for this game. Yeah I need some level transitions. Everything in the game happens very abruptly.
I have the player decide where to spawn so that they can pick a strategic spot to start from. And also because enemies are spawned in at random places, so I didn't want the player to be swarmed right at the start. By walls do you mean the little black lines coming from the sides of the room? Those aren't walls, just...lines I guess. Stupid lines.
I'm glad you took the time to figure out my janky controls and still find some fun in it! I'm possibly going to pursue this for my next project, so a proper tutorial is going to the top of the list hehe!
Thank you so much for the feedback!
The controls confused me too at first. Once I got the hang of it though, this was quite a fun game. I enjoyed the strategy of picking your shots, avoiding enemies, then recovering your bullet. A solid use of the theme.
I think the controls could possibly be simplified. Maybe ditch WSAD and just have a slower dash, in the direction of the mouse, as your non-teleport movement? Though, once I got into it, I didn't even use WSAD. I just spawned myself at a teleporter straight away, then moved between them.
The multi-bullet power-up might have been a bit overpowered too, I was just tearing through enemies with that. Perhaps it could have a limited use, only a few shots?
Anyway, I really liked the gameplay. I think you could expand on this with different levels and enemies, if you wanted to. The graphics were good (the instruction text is a bit hard on the eyes). The music was fine but probably the weakest aspect.Submitted
Thank you for playing and taking the time to get used to the controls!
Controls definitely need some work. When I play, I usually end up just using the teleporters too.
I agree, power ups are too strong. I threw them in at the end to try to balance out the game if someone playing, played more then just the first few levels.
I can't stand the music! haha! It's so repetitive. I hope to do more with this in the future for sure. It's the first gm48 game I've made that I still have fun playing after the jam has ended. Thank you for your feedback!
For me the actual game is good, but i don't know how to use some stuff here, like shooting multiple bullets at once(like on icon) or using teleportes properly. Maybe you can add guide or something to help player with understanding the gameplay or just made game simplier and intuitive, it may work too. Overall: Interesting, but hard to get into itSubmitted
Thank you for taking the time to play! I made this on Sunday so the tutorial i intended never happened.
You can shoot multiple bullets after you get some upgrades. Upgrades will spawn after you clear the first couple waves of enemies. There is a guide in the description that explains some of the basic things you can do with the teleporters.
Again thanks for playing!
I feel like i lack the skill and understanding on how to play this game. I couldn't figure out the speed boost, or time stuff, but it certainly fits the one-shot theme.Submitted
I was afraid of that. I did most of the game on Sunday so any kind of decent tutorial kinda went out the window :(
Basically when you step onto the teleporters, that's where all actions regarding speed and time take place. When standing on one, time slows down. You have two actions when your on a teleporter. You can teleport to other teleporters by right clicking directly on another teleporter. Or you can click anywhere in the room that doesn't contain a teleporter to gain a speed boost. That speed boost can be canceled by using the movement keys.
Thank you for taking the time to try out the game!