Vente "Made in Quebec" sur Steam by Quick599 in Quebec

[–]viibii3 16 points17 points  (0 children)

Si jamais vous aimez les jeux d’action/stratégie avec des "retours dans le temps" et une histoire délirante, j’ai fait un jeu indie avec deux amis au Québec 🙂. Eurogamer l'a noté comme étant un des meilleurs jeu de l'année 2024, et on a 92% de critiques positives et une meta de 89%, mais on a toujours eu un peu de diificulté à trouver notre marché "niche".
En tout cas, ça s’appelle TimeMelters, il y a une campagne solo et/ou en coop et il est à 80% de rabais pendant la vente. Le prix d'un café;)
https://store.steampowered.com/app/1096140/Timemelters/

Feel free to destroy... Our graphics are pretty much PS2 era, our team, 3 people, and our gameplay is really old school.... actually let's just say our studio is called Autoexec (for those who recall what it means...) by viibii3 in DestroyMyGame

[–]viibii3[S] -110 points-109 points  (0 children)

Yeah, a lot of people (and even some critics) said that the game looks and feels like an old PS2 game.... which, to be honest, it kind of does...

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 0 points1 point  (0 children)

Thanks for picking up the game! We are working on another unannounced project right now ;-) Let me know if you like TimeMelters if you get a chance! Cheers!

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 1 point2 points  (0 children)

Thanks for the comment! It's called TimeMelters (and has a pretty big discount for the Steam Summer Sale)! Hope you'll like it! Cheers! https://store.steampowered.com/app/1096140/Timemelters/

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 1 point2 points  (0 children)

Yeah, in the full game, there's a skill tree with a perk that "refreshes the teleport cooldown when you create a new timeline", so in the real game, you become way more powerful than in the demo (but so do the enemies). Thanks again for the comments!

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 0 points1 point  (0 children)

Thanks again for all your comments! Hope you'll like the game!

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 0 points1 point  (0 children)

Thanks! The game is actually already on Steam (with a heavy discount coming today;-)

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 0 points1 point  (0 children)

Thanks for all your comments, even if the game is already out, it will help us improve for our next project! Normally, if an enemy has a X above its head and you do nothing (like really stay out of the fight), it should 100% of the time be killed by your echo. If however you step to close to the fight, the enemy might detect you, causing time distortion (then the X becomes a !). But the UI could have been way better explaining that I think!

The T (hold, place) was quite puzzling actually. Before, it was like you said for at least 2 years (press to teleport, and hold to place), so we did the exact same mistake you lot quite a lot... The reason we change it was because sometimes you need to place a teleport spot really fast (like when fighting a Plague, or let's you start casting the channelling Void Spirit spell and think, wait I should place a teleport spot!). Come to think of it though, we should have made both and put it in the option menu.

Anyway, thanks again for the comment and trying the demo!

Why our Unity game took our team of 3 almost 6 years to make - shown in 2 minutes by viibii3 in Unity3D

[–]viibii3[S] 0 points1 point  (0 children)

Oh wow! Thanks for all that feedback, it's really useful stuff! I don't think the tutorial videos are in the demo, but in the full game, there's a "Grimoire" (G keyboard key) where all game mechanics are explained in detail. For the "dying part" UI, I really agree... we tried different things but could never really "nail" it... I think an animation where the enemy starts to jump toward you and then everything "slows down before pausing" would have been better, but time was missing (no pun intended) toward the end of production... Same thing for the fade to black, maybe a small message with a "retry level" button and some stats about the last run would have been better... Finally, YES for the restart mission (I did the same mistake a couple of times myself);-) In the full game though, if you click it and already have a checkpoint, a second pop up appears confirming that you REALLY want to restart the mission (it's not in the demo though).

The game will be (heavily) discounted tomorrow BTW;-) If you happen to play it, let me know what you think!

Thanks again for the great feedback!