Time Void [Tech Demo]
TimeVOID is our first Ludum Dare game jam project-- for this game, we decided that in order to get the best result, we would stick to our specific talents; creating platformers.
The resulting 3 days of jamming resulted in TimeVOID.
Featuring a simple geometric atmosphere and dark ambient doomnoise, your ultimate goal is to jump between Time Voids in order to find your way out of The Void.
The abstract world around you builds, reshapes, and rewinds as you move yourself around, requiring a degree of reaction time in order to succeed in each Void.
The controls are basic platformer controls, but the player also has the ability to pick up and use specialized clocks that freeze certain obstacles in place, allowing the player to traverse gaps and open up additional paths.
TimeVOID is made programmed in Unity, and all 2D art assets were made using GraphicsGale.
The music was composed in FL Studio 10. TimeVOID went a few different directions and themes during development-- from dream worlds, to the struggle of death, to entering time itself.
Unfortunately, during development, a lot of snags caught us by surprise-- both of us ended up having a sick day, and some other personal problems got in the way, resulting in a severely shortened development time (essentially, we didn't get the opportunity to work at our max) and a fairly short and unfinished product.
There are quite a few missing concepts that didn't get to get carried over to this game, including some really intricate animations, graphical effects, levels, and audio.
As you can imagine, this affects the overall atmosphere of the game a bit-- however, we did manage to gather up both enough time and willpower to finish this 4-level tech demo of the general mechanics of the game.
Overall, things could have gone a lot better, but we are both ultimately satisfied with what we were able to create with the limited time available to us. But now that the jam's over, we're ready to tackle our other projects, harder than ever.
So, for the time being, please enjoy TimeVOID!
- Tyvon "alpha six" Thomas and Sergio "drGsus" Torcanin
The resulting 3 days of jamming resulted in TimeVOID.
Featuring a simple geometric atmosphere and dark ambient doomnoise, your ultimate goal is to jump between Time Voids in order to find your way out of The Void.
The abstract world around you builds, reshapes, and rewinds as you move yourself around, requiring a degree of reaction time in order to succeed in each Void.
The controls are basic platformer controls, but the player also has the ability to pick up and use specialized clocks that freeze certain obstacles in place, allowing the player to traverse gaps and open up additional paths.
TimeVOID is made programmed in Unity, and all 2D art assets were made using GraphicsGale.
The music was composed in FL Studio 10. TimeVOID went a few different directions and themes during development-- from dream worlds, to the struggle of death, to entering time itself.
Unfortunately, during development, a lot of snags caught us by surprise-- both of us ended up having a sick day, and some other personal problems got in the way, resulting in a severely shortened development time (essentially, we didn't get the opportunity to work at our max) and a fairly short and unfinished product.
There are quite a few missing concepts that didn't get to get carried over to this game, including some really intricate animations, graphical effects, levels, and audio.
As you can imagine, this affects the overall atmosphere of the game a bit-- however, we did manage to gather up both enough time and willpower to finish this 4-level tech demo of the general mechanics of the game.
Overall, things could have gone a lot better, but we are both ultimately satisfied with what we were able to create with the limited time available to us. But now that the jam's over, we're ready to tackle our other projects, harder than ever.
So, for the time being, please enjoy TimeVOID!
- Tyvon "alpha six" Thomas and Sergio "drGsus" Torcanin


Comments11
Feedback:
The lives and game over system made me sad because I was concerned about getting far and then dying and having to restart. The game was short enough that that would've been ok, but obviously I didn't know how long the game was.
The 'leap of faith' part of a game, where you don't know what's ahead and you have to just guess is quite overused in general (I'm guilty of using it too), but it kinda took away from this game. This is an easy mistake to make when you design the levels and know them really well, so that they're not leaps of faith for you.
I wasn't a massive fan of the 'music', but as it's literally what "minimalist music" sounds like, it was ok. I'm just not a fan of minimalistic music. :P
The ticking sound though was a little distracting, because it kinda made it seem like there was some timer, and that time was about to run out.
Anyways, good game! Fit the theme well!