Nut is the son of the time god. His father will soon die, to prove he is capable of succeeded him, he must travel space and time to recover the time that "Pedus" were stolen.
This game was designed by a designer game mechanics, a graphic designer, and sound designer.
I like the style :) The animations and music are nice. Unfortunately there's a bug on my Linux machine where the characters aren't standing on the ground. Otherwise I think the next thing would be to add more different things to do :)
Graphically, the game is very impressive, however the theme could have been utilized in a bit more of a unique way. The collisions to the enemies is a bit wacky, on top of losing time by getting hit.
la codepage de ce site est errone. Tous les accents ne sont pas correct. J'adore les graphiques parallaxes, mais je pense que le joueur devrait rebondir après tue les monstres, comme dans Mario.
Aslai : "mais je pense que le joueur devrait rebondir après tue les monstres, comme dans Mario." => Non car nous voulions justement que le monstre se fasse écraser d'un coup sec, après c'est notre choix, est-il judicieux? Mais merci pour ta reflexion :)
I would really appreciate if you wrote English in this community, I can not understand what you are trying to say. (Also there are encoding errors that prevent me from using a translator).
However, your game plays fluently and is quite entertaining. Your graphics make me think there is a story behind it, I would have liked if you told it to the player.
This is about the first idea I had for "10 seconds" as well. Mario-style platformer where you stamp on dudes to get time extensions. In practise it doesn't work too well, but I think you guys got about as much mileage as could be had. The fact that hitting the guys without jumping on them cost time felt "right". However, other bits of the physics just didn't feel right. I loved the characters (they're carrying watches or pendulums which is cool) but not the background. The background seemed to bug on me as well, and I'd often be walking on air (?)
Indeed, a bad match between the physical ground and the graphic ground exist... This problem has been corrected in the new version (the not jam version, it's an improvement)
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J'adore les graphiques parallaxes, mais je pense que le joueur devrait rebondir après tue les monstres, comme dans Mario.
However, your game plays fluently and is quite entertaining. Your graphics make me think there is a story behind it, I would have liked if you told it to the player.
Rialgar : The entry has been edit :)