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15 Kommentare

  1. Baran Gürsoy sagt:

    1. Favorite aspect:
    I really liked your dungeon-style idea and the puzzle mechanics. The mix of combat, stealth, and time travel fits the theme really well.

    2. Least favorite aspect (Not my least favorite aspect actually, just a concern):
    The boss fight you described at the end sounds really interesting, but it might be tricky to handle in terms of design and balance. If the boss keeps duplicating itself, it could easily become too chaotic or accidentally break the fight flow.

    3. Suggested improvement:
    I like the concept of the boss trick. But I’d suggest implementing/prototyping that boss fight a little bit earlier in the time period. Because it'll probably need a while to design the fight, implement it, and then balance it. Also, for the part where changes made in the past stay in the present, I think it would make more sense if the player couldn’t take items directly into their inventory. Instead, the player could move the item in the past and place it somewhere they can reach in the present. That would keep the logic of the time mechanic more consistent I believe (because if you get the item in the past then item will be erased from the past I guess? grinning face with smiling eyes )

    Good job overall! I’m looking forward to see your end product!!

  2. Alexandra Colf sagt:

    +I really like the whole idea of your game. I think the time shift + anchored remnants are going to be really fun mechanics for the game.

    -I can’t really envision the boss fight to be honest. Are you constantly going to have to fight against the old version of the boss and make him be in the path of where his ghost is shooting? I think it is going to be really hard to balance but I am looking forward to seeing the end result.

    1 change: I really like the overall idea of your game. The only think I want to mention is that you are going to have to focus on the puzzles and make sure they are fun to play (that is always the hardest part about making a puzzle game)

  3. Aleksandar Arnaudov sagt:

    I was unable to attend the presentations, so these opinions are based solely on the slides. Please excuse me if something I wrote is wrong or misunderstood:

    1. The "Anchored Remnants" mechanic is the most compelling feature. This ability creates possibilities for clever and complex puzzels.


    2. The oversimplified player movement. I understand the idea to let the other mechanics shine, but I see this holding back the potential of the Anchor Remnants


    3. I suggest the focus be on puzzles and scrap the boss idea. Good puzzles take time to create, especially if you have such a cool mechanism like the Anchored Remnants. 

  4. Muhammed Bayram sagt:

    Favorite Aspect

    It’s great that time travel can be used by both the player and the enemy in the game.

    Least favorite aspect

    In the boss fight, while the boss has advanced abilities like Anchored Remnants, the player only having one type of attack might reduce the overall gameplay enjoyment.

    Suggested improvement

    During the boss fight, when the boss is defeated and both the ghost boss and the regular boss appear at the same time, it might be confusing for the player. Therefore, giving clear instructions before the fight could be very helpful.

  5. Christian Barbu sagt:

    1. What is your favorite aspect of the proposed game?
      The mechanic of controlling both your past and current selves, given the anchor, is a nice way of restricting the player.
    2. What is your least favorite aspect?
      The game loss condition when meeting with the past self seems somehow very hard on the player, may be frustrating. You could add manipulate movement when it happens, i.e. controls get inverted or mapping the input to strange controls.
    3. Which single change or addition would you suggest to most improve the game?

      Add some level system in terms of how long the player can use the anchor and its radius. Radius + Duration could be 2 parameters, which the player can choose on his path. It would add some depth to the game, but would require an ingenious level design, so that the player can use both for success.
  6. Louis Sajuk sagt:

    + I love abstract puzzle games with mutiple mechanics. 

    - Adding "normal" fights. If there are fights, it would be more interesting to create puzzles out of a fight like the Time Wizards. Other than that, normal enemies seem boring and interupting to me.

    I would suggest focusing on the puzzle aspect and create some difficult levels.

    There is a puzzle game called "Quantum Conundrum" that focuses on "dimensions" but you could change that to "timelines" for inspiration.

    The Sandship Dungeon from Zelda Skyward Sword also shows multiple variations of time-travel puzzles.

  7. Anian Kalb sagt:

    • Sounds like a really cool game
    • I like the idea of the boss fight but i think you need to find a good way to test if it is playable in a fun way during the prototyping phase
  8. Efe Berke Erkeskin sagt:

    + definitely keep:

    Anchored remnants add a huge depth to the puzzle-solving, which is my favourite aspect of this game so far. I’d most certainly build the puzzles on top of this instead of having past versions of the dungeon’s hallways. 


    - least favorite aspect and the suggestion combined:

    I don’t know how compelling the boss fight would be, considering the simple controls for the player. My suggestion would be, instead of fighting against the boss with simple sword slashing, you can have a puzzle-solving competition with the time wizard and its ghosts based on the anchored remnants, which I think would make a better ending and would be a better fit for the whole concept of the game. 

  9. Julie Vondráčková sagt:

    + I love all the multiple mechanics and the game being a dungeon crawler

    • However, I must say that it's sounds like the two puzzle mechanics (switching timelines & the anchored remmenants) sound a bit too different for creating a puzzle with both. But both ideas are really cool and I look forward seeing what puzzles you come up with.

    -- I am a bit sceptical about the bossfight. I love the idea, but I believe if not implemented nicely, it could ruin the whole vibe of the game. Making it more of Dark Souls experience than fun dungeon crawler. Still a cool idea tho :D

  10. Nikolaos Christodoulou sagt:

    Very excited to see someone make a Zelda-like game and do puzzles too. I feel like making interesting puzzles is one of the hardest things to get down right. Also combining the puzzles with the time concept reminds me of Braid which is definitely a plus. Looking forward to the boss battle as well!

  11. Miguel Trasobares Baselga sagt:

    I think you have well defined mechanics for the time travel that seem to fit well with the minimalistic combat style and for the puzzles. Both the remnants and the time shift seem compelling and with enough options for nice levels.The idea of the final boss that it has to attack itself seems also original but not sure if it so easy to make it work in practice. Maybe you can have some types of enemy that is not affected by the time shift/remnant and follows you no matter what, that way you have more variety in the combat part.

  12. Jasmina Vulović sagt:

    Favorite aspect:
    I really like the whole dungeon crawler setup with time mechanics — the “Anchored Remnants” idea sounds super clever and has a lot of potential for creative puzzle design.

    Least favorite aspect:
    The boss fight sounds ambitious and fun, but maybe a bit risky. If it’s not balanced well or ends up feeling too chaotic, it could distract from the puzzle-solving aspect that makes the game stand out.

    Suggested improvement:
    I’d focus on making the puzzles around the time mechanic as polished as possible first. If you still have time, you could turn the boss into a more puzzle-oriented encounter instead of a pure combat fight — that would fit perfectly with the game’s theme and mechanics.

  13. Mahdis Sabzevarzadeh sagt:

    Favorite aspect: I really like the mechanics you mentioned, and the twist in how the final boss can be fought!

    Least favorite aspect: I think the challenge comes in how many ghost versions can exist at the same time; it might become challenging.

    Suggested improvement: Maybe limit the number of ghosts of the boss at first and iteratively increase it and test how it works out

  14. Lukas Maximilian Jonsson sagt:

    Favorite aspect:
    The mechanics are unique and fresh.

    Least favorite aspect:
    Making the player understand how to overcome the final boss might be challenging

    Suggested improvement:
    Visuals will be key!

  15. Horvath Arpad sagt:

    Positives:
    I really like your mechanic of solving puzzles and your echo that you leave behind, and the 2 different timelines. Focusing on one attack is the right thing to do since the other mechanics will need time to develop and polish.

    Negatives:
    The idea for the boss fight seems very cool, but I already see it being very frustrating for the player trying to position the bosses so that they kill each other.

    Suggestions:
    Having the boss fight be a big thing is nice, but focus on it early if it’s supposed to be a big thing. Nothing worse than a disappointing final boss. But that also means it’s not as satisfying with just a single-attack combat system. So either add more depth to the combat or focus more on the puzzles.