A Shift in Time
by Daernet
A Shift in Time
Tags for A Shift in Time
Description
A Platform game with an Amnesiac Character who needs to find ways to shift through time to solve puzzles
How to Play
Movement Controls:
W - Climb Ladders / Jump
A & D - Move Left & Right
S - Descend Ladders
R - Reset Level
Alternative Movement Controls , 4, 5/2, 6
Numpad 8- Climb Ladders / Jump
Numpad 4 & Numpad 6 - Move Left & Right
Numpad 5 or Numpad 2 - Descend Ladders
S, Space, Numpad 5 or Numpad 2 to Use Objects
Use of the Arrow Key controls are explained in game as you gain abilities.
Doors leading to the next level are marked with a Yellow Macroscale Quantum System Symbol, they should hopefully be visually distinct from other doors.
If you get stuck, try Holding Shift and pressing the Down Arrow to return to the Present, this can be used anywhere at any time!
Developer Updates
Added Wiring For Levels 7-15 (Note: Wiring won’t be visible unless you have the Upgrade)
Modified Wiring to improve Standards on Levels 6 & 16-19 (most of the wiring is now in the walls where possible)
Increased the Delay time before Switches can be switched again to 0.4 Seconds, to allow robots more time to Change activity levels and hopefully stop them falling through the floors.
Added Key Controls to menu Items, See Underlined Characters for Menus Controls
No longer possible to Shift while Under Collapsible sections, or while they are falling. Updated the Sign at the start of Level 13 to make this clear.
Comments
nanaboy34
May. 26, 2015
WONDERFUL game, Daernet, I hope to see more levels to this excellent game.
VVV (SPOILER ALERT) VVV
I love the "Light Bridges" idea. It's great. Also the "Attachments" to the goggles. The Levels seem to be working so far. I'm up to 17. Will more levels be made after 20? Maybe bonus levels?
If there's enough interest I can always add some of the Original levels which were deemed to be too long and hard in as Bonus Levels, though they won't be too hard once you complete the game, since they are just the combination of a couple of the other levels throughout. I think any additional levels would be *Redacted to avoid plot Spoilers*
Daernet
May. 25, 2015
I am currently working on the issues people have mentioned and plan to upload a new version shortly, my apologies for not replying to individual comments but I don't seem to be able to at present.
Specifically to make the doors leading to the next level more distinct from the Doors leading to the level selection screen.
I also have a couple of bug fixes planned for a few other issues as well.
Thank you everyone for your comments and feedback thus far.
DawnofAshes
May. 25, 2015
Nice use of 'past', 'present' and 'future' to flesh out clean level design into something with more substance. I haven't had any issues with controls, lag or glitches so far. Nicely done, Daernet.
nanaboy34
May. 26, 2015
Also found several blocks in the later levels you can hide in, they don't seem to be affected by the time you use them in.
dr_c_owen
May. 25, 2015
Well I finally figured out how to get to level 4, but it doesn't excuse the fact that there are dozens of doors that just take you back to the level select screen. Hell, there are 3 doors right next to each other on level 2 that all lead to the level select screen. What is the point of that? Just to mess with us? Also, the only level I can reach from the level select screen is level 1. No matter what. Why even have a level select screen? And why do so many doors take me back there? It's so frustrating to go through a door on level 5 that takes me all the way back to the start of the game.
The additional Doors at the start of level 2 were meant to imply there were other small bedrooms like the one you start off in in level 1. I have added some additional indicators to the exits to differentiate them better, I am open to suggestions further suggestions The doors on the Level Select Screen, with the Numbers on them, should only allow you to go to levels that you've already reached, if the doors open you should be able to enter them, this is to prevent people from skipping ahead in the story, but also allow people to return to levels they have previously completed if they want to, and to let them skip back ahead to the furthest level they've reached. I was hoping the Sign post would explain as much but I can edit it for clarity if it seems confusing? Some Levels have additional doors scattered around them so if people get bored of replaying a level they can skip out more quickly without having to return to the start of the level.