The Space Hare has crash-landed on an alien planet, and now he needs to find enough gears to repair his rocket ship! Some gears are hidden in plain sight, while others are hidden... in the past?! Harness the power of the time crystals and the Space Hare's mighty speed to find all of the gears before time runs out. As you progress, you'll get closer and closer to the mountain's peak; the perfect launchpad for the Space Hare's rocket. However, getting there won't be a task for the faint of heart...

Keyboard controls:
WASD: Move
SPACE: Jump
ESC: Pause

Also supports Xbox controllers:
D-Pad: Move
A: Jump
Start: Pause

Game created by Team Parkege for the GDevelop BIG Game Jam #9

Comments

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(+1)

This is honestly an exceptionally decent game ( very nice graphics, decent physics, had an overall good time ).

I wished the camera was more zoomed out, as everything felt extremely maze like ( since the level is more exploration focused, and because of how fast you move, the camera should have been zoomed out even if only just a bit more ).

The player is snappy but I feel that their jump speed ( height of their jump ) should be a bit higher ( constantly missing jumps I would expect to clear in a game like Sonic Mania/Pizza Tower, I am obviously not holding you to account for those games but I just figured my jump would be a bit higher ).

I see that the game has "Old-School" difficulty, but placing enemies in random places ( mixed with the small camera size ),  adding bottemless pits that restart the level, randomly spacing out watches ( time collectables ), and watches giving 1 second each ( which barely makes a difference when you only get one watch every 5 or so seconds it takes to find one ) really made this game feel more unfair than challenging.

In terms of mechanics, I wish there was some type of extra move to help with platforming. A spin-dash to easily gain immence speed instead of having to run back and forth, a double jump to make dealing with enemies and platforming sections easier, etc. I am glad the game feels good to play, but I feel some extra depth might have been needed.

But, the idea of time travel ( likely borrowed from Sonic CD ) can make up for a lack of base depth. But, I wasn't really sure how it worked ( I would either try collecting a bunch of watches, run around really fast, or just wait for it to happen randomly ).

I think letting the player switch at any time is a really good Idea ( a few games have done similar ideas, but I've never seen it done for this type of game ), where you could time it in order to go quickly through a bunch of gates while running, or make an enemy fall off a ledge, etc.

The game's graphics look extremely nice, so congrats! I feel maybe sometimes it can be eyestraining when your going really fast ( as small repeated textures can overlap eachother when moving past them quickly, this can be fixed by making somewhat bigger textures, making different types, or just not adding much noticeable detail ), but this does't happen too often.

The player sprites are nice ( I can see the influence from Sonic 3 ), they look very expressive and you used some old school tricks to make the sprite understandable ( dark gloves and pants contrast nicely against the character ), I tested it in grayscale and it works really well ( which means people who are colorblind/have bad eyesight should have an easy time playing )!

The world map is very detailed, and I like the overall look. The levels properly represent their respective areas. I never had a hard time differentiating between the actual terrain and the background. I feel maybe some small decorations could have been added in the environments here and there but it's not at all a tie-breaker for me.

The overall level design is actually fun and straight forward. No gimmicks / mechanics, but they were all well designed ( if it weren't for the camera being so zoomed in, I think these levels would have played even better ), although I wish it was more clear what was and wasn't a pit ( some type of sign, whether in gameplay or literal, might have helped ).

Adding in such a detailed main menu ( in terms of options ) is really appreciated, as with my submission for the jam, I didn't bother adding one at all ( in another game I was working on I spent a couple weeks just to get the menu working with very little options in place, so kudos for making one in less than a week ).

Overall:

I am extremely impressed at what you've. This is the longest comment I've made for any game in the jam, as I genuinely care about your game and the experience that was made.

WARNINGS:

Please don't follow all the advice people give you without first checking if it works for you and whether or not if the majority of people agree ( this doesn't always work, so check in with professionals/people who play your type of game rather than random people who rarely ever play your type of game ).

You don't have to update your game if you don't want to, just make sure to hopefully take some of my praise and critiques going forward if you ever make another game again.

(+1)

Thanks for playing! Yeah, I'll admit the game has a lot of issues as it stands (probably the most egregious of which being that I forgot to make the final level take you to the end screen lmao). Most of these were a result of time constraints; towards the end of development we just had to ignore a lot of problems we came across to get the game submitted on time.

Regarding the camera... yeah, I agree it's a little too cramped. I put together the framework without the UI in mind, and by the time that was implemented, we were too far along to make changes like that. For future versions I'll probably either minimize the UI's presence or raise the game's overall resolution. I think this will also improve the levels, since most issues stem from the screen crunch and not necessarily the level design itself.

It's funny you mention the lack of a spindash, because that crossed my mind as well. There were a few times during testing that I found myself missing the feature. We definitely would've implemented something like that if we had more time, and we probably will in future updates once the jam is over. I do think the pure reliance on momentum is sort of fun in its own way, but I get that it's not gonna click with most people.

The time travel's simple once you understand how it works, but I probably didn't do the best job tutorializing it. I tried to design the first level in such a way where the player would naturally "run into" the mechanics as they progressed, but in practice it turned out a bit more automated than I wanted. Definitely another thing I'd like to improve in the future.

I'm glad you liked the art! The game as a whole was a team effort, but the sprite art was all me (yes, I am very tired). It's also assuring to know that it's readable in grayscale. I'm partially colorblind myself so I try to avoid relying on color too much in my game design, so I'm glad that came through. As for the lack of decorations... yeah, I wanted to do a lot more. We just ran out of time. I'm particularly frustrated that I didn't get a chance to make the past and present look properly distinct, so that's gonna be one of the first things I address in the future.

Thank you so much for playing our game, and especially for taking the time to give such detailed and constructive feedback! I hope we can deliver a more polished experience in the future, but in the meantime, I'm glad to see the game resonating with people even in its current state!

(+2)

No problem, I am just happy to see so much work put into the project considering just how much slop was submitted for the jam... I'll definitely check on this project in the near future.