Wow! I didn't realize that getting the cycle at the beginning of level 5 saved so much time! It seems that doing that also allows you to get the cycle on level 6, which was very rng dependent before.
Also, cool new way to do the last level! Utilizing the vertical wall jumps was smart!
Incorporated a few new skips, but they could definitely have been executed better. The main point of potential time save from now on is the time I have to spend waiting at the 30 second mark. I've gotten very close to making the cycle and avoiding having to wait. That alone would shave off another 2 seconds. I think the lower limit right now is ~1:04 but I could be wrong.
Edit: Made the cycle I was talking about at 30 seconds, woohoo! Too bad I messed up later in the run...
My final time. At least with my route, the only levels that can lead to an improvement are the last 3 (including the infinite time one.) The reason for this is that the levels before have waiting periods where it doesn't matter if you do the previous level 2 seconds slower, you'll both end up with the same time on that level as someone who did it 2 seconds faster. We'll see if that changes with different routing.
Hello, if anyone is interested in uploading their times to a custom leaderboard, I have made a leaderboard here: Google Sheets Leaderboard. If you want to submit your times to this leaderboard, please use this form: Run Submission Form. Thanks for reading. If there is already a leaderboard, please reply as soon as you can. My Best Time Is 1:32.57, let's see how far this game can go!
I don't know about wr, but it's also a good time since I lost all my time at the end. My run actually starts 45 seconds in as I haven't been bothered to cut down the time. Just saying, I wish the wall jump was slightly more responsive.
Can you please make lower settings my computer is at like 2 frames a second its unplayable. Also you lose time inside the clock and its annoying. Also when you get stuck in a wall you cant press r to reset.
it's ok, especially the controls, fun but some platforms in the end zone feel like you have to jump on the point to get through, also when you get to the first platform in the end zone if you didn't get there just at the time it's going to activate, you have to wait so if you got there faster or slower it doesn't matter, you have to wait for the platform to activate, this would be fine if it weren't because you have to get to the checkpoint before the time runs out also the time limit feels too tight, again only in the end zone and it would feel better if the time would stop 1 second after it reaches zero and not at the exact moment it reaches zero but that's just how I've felt it in other games.
Pretty fun game. Great video about making it. The last level is a good challenge imo, and requires you to set the timer carefully, and then be perfect lol. Curious what other people have found for shortcuts. I play a lot of Celeste and I think "neutral climbing" from that game works alright to climb walls in this. Also, I noticed if you catch a lower corner on a wall, you can jump vertically 1 time, instead of away from the wall. (haven't messed with this enough to use it anywhere)
On this clip:
-Can save 1.5s on level 3 with 2 less wall jumps. -Can save 3+ secs on level 9 by climbing the right wall at the start (takes quite a bit of practice and is risky) -Can save 3 secs on level 10 by starting it immediately.
The core of the game was pretty fun, the concept is simple but good, but I have some gripes:
- The trailing camera was WAY too slow. It was very frustrating at times just not being able to see where I was going. Would say that for a game like this either having the camera slightly lead where you're moving, or doing the celeste thing where it center's onto the room itself would work out nicely. - I forget the room's name but on a vertical floating timed block it would be yellow for almost the full duration of me flying straight through it. Assumed it was just a bug and proceeded to brute force past it anyways - The timings for some of those rooms were a tad too strict, especially with the added frustration of oddly timed reality phasing blocks. Possibly add to the timer or replace with non-rng heavy mechanics such as a wall you need to slide down, but the other wall is all spikes and you need to time a jump through the opening or something. - Auto-reset the positions of objects in the room upon reviving please and thank you. The novelty of touching the clock to refill time was cool at first but got really old really fast when you HAD to keep either doing that or dying to line things up. - Insta-SD button would be swell, as well as a faster respawn sequences. Like, 2-3x faster. Possibly add in one of them nifty transitions where the screen fades in and out of the full black screen and when it fades in you're at the start and the camera is there and ready to go (seriously though, if nothing else please fix the camera >.<) - Ran into a few other bugs as well, but they were pointed out in the video already.
Overall it was pretty fun. It was definitely frustrating at times, but played through the whole thing in about 16 minutes. Solid jam entry!
I really like this game, the movement is really fun. Except the last sequence before the end. I hate that sequence it's too timer based and kinda cruel. Even tho i know how to beat it slowed me down a lot. Right now i'm at 14:10:41 CAUSE of that sequence ALONE. It's really infuriating. Edit:New best rn 9:46:36
Found this game through your great devlog. The game is good and I quite enjoyed it. IMO the jump buffer is too long. I often jumped unintentionally while holding the spacebar for long jump. Maybe add jump to the queue on key press, not release. Sometimes I thought I grabbed a wall but actually didn't and missed a few jumps. I would make grabbing (and instantly wall jumping) a little more forgiving.
My favourite level was third to the last. It was very interesting combination of game mechanics and the timing is great. It always felt good when I finished it. On the other hand, I didn't enjoy the last level. I felt it was unfair. Many times I timed out just before the end.
Also it would be nice if all the objects returned to starting position when you die. Waiting for the right time to start breaks the flow.
I understand that this game was made in a few days and for such a short time is amazing. But I wanted to share my opinion.
My time was 00:09:46:67 I'd recommend restarting the cycle every time you die next time tho. Also: please for the love of god add a button that kills yourself so if you fall down you don't have to wait for the timer to run out and also so you can restart the run without having to reopen the game
the idea of the game was fun and I like speedrunning but the level design was not very good particularly the final level and there was a major glitch were you would get stuck in the ground also I think you should remove the "stepouts" as they felt kinda random or you could probably fix them by making every object reset to its original timer when you die
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Rush rush 00:08:42:27
00:27:00:79
will not play again
11/10 recommend
LazyAlaram, I saw your vr volcano video love your channel!
can you turn this into a full game?
4.44.13
First playthrough! 7 and a half minuts! Very nice game.
Can we get the sub 1 minute?
Wow! I didn't realize that getting the cycle at the beginning of level 5 saved so much time! It seems that doing that also allows you to get the cycle on level 6, which was very rng dependent before.
Also, cool new way to do the last level! Utilizing the vertical wall jumps was smart!
Got a cycle skip, hard and dumb.
New WR, 1:07.84
Incorporated a few new skips, but they could definitely have been executed better. The main point of potential time save from now on is the time I have to spend waiting at the 30 second mark. I've gotten very close to making the cycle and avoiding having to wait. That alone would shave off another 2 seconds. I think the lower limit right now is ~1:04 but I could be wrong.
Edit: Made the cycle I was talking about at 30 seconds, woohoo! Too bad I messed up later in the run...
The last 10 second barrier
The Time Tower (WR) 1:09.73 - YouTube
Make sure to submit your pb to here
any% - The Time Tower - speedrun.com
i got the world record:
(68) The Time Tower (WR) 1:10.10 - YouTube
i got the world record:
(64) The Time Tower (WR) 1:10.86 - YouTube
My final time. At least with my route, the only levels that can lead to an improvement are the last 3 (including the infinite time one.) The reason for this is that the levels before have waiting periods where it doesn't matter if you do the previous level 2 seconds slower, you'll both end up with the same time on that level as someone who did it 2 seconds faster. We'll see if that changes with different routing.
Oh my god, i was trying to get the world record (at that time sub 3:13) and damn you blew that out of the water, congrats!
Thanks (the WR was 1:13.somethin and then i got it)
do you have the yt link?
I got the WR
Hello, if anyone is interested in uploading their times to a custom leaderboard, I have made a leaderboard here: Google Sheets Leaderboard. If you want to submit your times to this leaderboard, please use this form: Run Submission Form. Thanks for reading. If there is already a leaderboard, please reply as soon as you can. My Best Time Is 1:32.57, let's see how far this game can go!
cool
I don't know about wr, but it's also a good time since I lost all my time at the end. My run actually starts 45 seconds in as I haven't been bothered to cut down the time. Just saying, I wish the wall jump was slightly more responsive.
Not a wr, but it's a good time I think
New world record?
Can you please make lower settings my computer is at like 2 frames a second its unplayable. Also you lose time inside the clock and its annoying. Also when you get stuck in a wall you cant press r to reset.
it's ok, especially the controls, fun but some platforms in the end zone feel like you have to jump on the point to get through, also when you get to the first platform in the end zone if you didn't get there just at the time it's going to activate, you have to wait so if you got there faster or slower it doesn't matter, you have to wait for the platform to activate, this would be fine if it weren't because you have to get to the checkpoint before the time runs out also the time limit feels too tight, again only in the end zone and it would feel better if the time would stop 1 second after it reaches zero and not at the exact moment it reaches zero but that's just how I've felt it in other games.
best time (terrible)
not very good in my opinion
game got annoying rather then hard
00:01:43:53 LESS GO
gg but med against this.
00:03:31:87 B)
Pretty fun game. Great video about making it.
The last level is a good challenge imo, and requires you to set the timer carefully, and then be perfect lol.
Curious what other people have found for shortcuts.
I play a lot of Celeste and I think "neutral climbing" from that game works alright to climb walls in this.
Also, I noticed if you catch a lower corner on a wall, you can jump vertically 1 time, instead of away from the wall. (haven't messed with this enough to use it anywhere)
On this clip:
-Can save 1.5s on level 3 with 2 less wall jumps.
-Can save 3+ secs on level 9 by climbing the right wall at the start (takes quite a bit of practice and is risky)
-Can save 3 secs on level 10 by starting it immediately.
what more can i say. i have the biggest peepee here
No I do.
The core of the game was pretty fun, the concept is simple but good, but I have some gripes:
- The trailing camera was WAY too slow. It was very frustrating at times just not being able to see where I was going. Would say that for a game like this either having the camera slightly lead where you're moving, or doing the celeste thing where it center's onto the room itself would work out nicely.
- I forget the room's name but on a vertical floating timed block it would be yellow for almost the full duration of me flying straight through it. Assumed it was just a bug and proceeded to brute force past it anyways
- The timings for some of those rooms were a tad too strict, especially with the added frustration of oddly timed reality phasing blocks. Possibly add to the timer or replace with non-rng heavy mechanics such as a wall you need to slide down, but the other wall is all spikes and you need to time a jump through the opening or something.
- Auto-reset the positions of objects in the room upon reviving please and thank you. The novelty of touching the clock to refill time was cool at first but got really old really fast when you HAD to keep either doing that or dying to line things up.
- Insta-SD button would be swell, as well as a faster respawn sequences. Like, 2-3x faster. Possibly add in one of them nifty transitions where the screen fades in and out of the full black screen and when it fades in you're at the start and the camera is there and ready to go (seriously though, if nothing else please fix the camera >.<)
- Ran into a few other bugs as well, but they were pointed out in the video already.
Overall it was pretty fun. It was definitely frustrating at times, but played through the whole thing in about 16 minutes. Solid jam entry!
I really like this game, the movement is really fun. Except the last sequence before the end. I hate that sequence it's too timer based and kinda cruel. Even tho i know how to beat it slowed me down a lot. Right now i'm at 14:10:41 CAUSE of that sequence ALONE. It's really infuriating.
Edit:New best rn 9:46:36
22:50.11, ah well.
The automatic “double” jump threw me off a couple times.
Otherwise, the controls felt nice and snappy.
Found this game through your great devlog. The game is good and I quite enjoyed it. IMO the jump buffer is too long. I often jumped unintentionally while holding the spacebar for long jump. Maybe add jump to the queue on key press, not release. Sometimes I thought I grabbed a wall but actually didn't and missed a few jumps. I would make grabbing (and instantly wall jumping) a little more forgiving.
My favourite level was third to the last. It was very interesting combination of game mechanics and the timing is great. It always felt good when I finished it. On the other hand, I didn't enjoy the last level. I felt it was unfair. Many times I timed out just before the end.
Also it would be nice if all the objects returned to starting position when you die. Waiting for the right time to start breaks the flow.
I understand that this game was made in a few days and for such a short time is amazing. But I wanted to share my opinion.
Final time 1.13.88. Still see ways to improve it but this was the best I could get as of now..
Very challenging yet enjoyable.
My time was 00:09:46:67 I'd recommend restarting the cycle every time you die next time tho. Also: please for the love of god add a button that kills yourself so if you fall down you don't have to wait for the timer to run out and also so you can restart the run without having to reopen the game
I did it in 18:49:23! Nice devlog too, once I figured out I could stand at the timer to wait for the right cycle it was a bit easier
I spend 16 minutes and 15 minutes was on the last checkpoint 😩
Overall it has a nice game play, but I would suggest adding more levels and definitely a restart shortcut!!!
someone request this to speedrun.com
My final time was 01:46:3
end me
the idea of the game was fun and I like speedrunning but the level design was not very good particularly the final level and there was a major glitch were you would get stuck in the ground also I think you should remove the "stepouts" as they felt kinda random or you could probably fix them by making every object reset to its original timer when you die