┬┴┬┴┤(・_├┬┴┬┴ Hi!
Does anyone remember The Time I Have Left?
(You know, that time-driven-turn-based indie RPG that also has dodging and parrying?)
Because we’ll have some news soon ™️
It feels like our game is the antithesis of modern gaming 🙈
It has little hand-holding, time-driven mechanics and a weird mix of genres (turn-based RPG+adventure game)
Just like the PS2/GC era, when the over-standardization of systems&genres hadn't taken over the industry yet
┬┴┬┴┤・ω・)ノ <Still alive!
Sorry for the lack of updates.
We no longer feel the need to woo a publisher with good numbers, so we decided to take the summer to focus on gamedev instead of promo.
(And to rest a bit as well :p)
Given the current state of the industry… maybe being forced to go full indie wasn't that bad.
You could say we were "lucky" publishers thought our atypical RPG wouldn't sell, because funding being cut halfway through the project sounds terrifying… 🫠
(dw we're still at it)
RPG meets Adventure Game
Turn-based reactive battles
Exploration-focused
Lots of clues to find
Protagonist will be dead in 6h
That's it. That's the #indiegame we're making.
I remember when I set out to make a small narrative game focused on exploring and surviving an RPG-coded dodging mini-game…
"Battle system is too basic"
->Proceeds to make a full-fledged RPG system
"Now the project is too ambitious"
->Proceeds to make a surprised Pikachu face
15 sec of our battle system, a turn-based RPG with reactive combat, where you can beat your enemies:
🛡️the defensive way (just dodging)
or
⚔️the offensive way
(It takes a bit to unlock in the demo but you CAN attack! We'll add more offensive tools from the start next time🙈)
The Time I Have Left⏳Demo OUT NOW retweeted
NEW EPISODE 🔥 Juan Estévez from @ground_ga joins the podcast for a real, unfiltered conversation. We talk life, mindset, culture, Game development and the journey behind it all. No script, No BS, just authentic vibes. Tap in now on most major podcast platforms.
Last week marked our 80th rejection from a publisher.
Will we reach a 100?
I guess I should probably get the message at this point... but I'm way too stubborn 🙃
Haven't given up on finding support, but the game will keep going regardless (at a slower pace though🙇♂️)
Our RPG battle system is a bit unconventional
Turn-based, 1 vs 1, directional dodges, arena positioning, diegetic ailments… it's a lot to learn at first
After beating the boss in the demo you may think you've seen all it has to offer…
But you haven't seen anything yet 🙊🙈🙉
Rejoice, YELLOW PAINT lovers!
We've decided to add some AAA features to our game!
🟡🖌️🪣
(We're too busy to make more April Fools' content, so we'll do what any JRPG does to extend the runtime: Backtracking! Maybe next year we'll repost it with a different color palette)
If you like RPGs with...
Turn-based reactive battles
ψ༼ º ෴ º ༽ ψ ୧(•_• )୧
A mystery + lots of clues to find
(╭ರ_•́)˖⌕ ۫ . . . @
A protagonist with 6h left to live
◴ Σ(°△° )
you'll like our game
(probably)
Not enough guidance. Game's too obtuse
🆚🆚🆚
There's no hand-holding. Love it!
We got both kinds of feedback with the demo. This point is SO hard to balance
We'll make some changes to ease players in the 1st level, but we still want to keep a sense of "detective-ish" discovery
There's more to games than raw tech
The look of a game is most of the time the product of artistic intent, even if it's shaped by limitations
Not having realistic graphics in our game may be a blessing in disguise. Because no one is gonna use something like DLSS5…
Right? 👀 💦
A publisher once told me "Releasing your demo in this state was a mistake."
We know some things definitely need improvement (we're still in dev!).
But instead of letting it collect digital dust waiting for a publisher that might never come, we put it out there.
No regrets.
Looking for a demo this weekend?
If you like RPGs, adventure games, and/or weird games, we have a proposition AND a 2-hour-long demo for you.
( ๑‾̀◡‾́)🤝(‾̀◡‾́ ๑)
Maybe not many of you asked for this game, but we're making it for you anyway
#RPG #turnbased #reactive
ψ ψ (•_• )
| ༼ º ෴ º ༽ | ୧( ୧)
༼ ༽ /︶\
Do players really hate time limits?
Our game has a 6-hour narrative timer, but each chapter has its own limit and time runs 10x slower in combat/menus.
Should be enough time to find an exit and use what time's left to explore!
How was the demo for you? Did you run out of time?
To answer some recurring questions:
-It's NOT a time-attack game
-Timer alternates between real time, 10x slower and stopped
-Story mode: time stops in combat/menus
-Pause any time
-The exit to each level can be found in a timely manner. Use the rest of the time to explore
(1/2)
"All Unreal Engine games look the same"
I used to think this too. Then I saw Guilty Gear Xrd in motion and it opened my eyes!
We wanted a visual style that could stand out on our very limited #indiedev budget, but it's still a crazy amount of work! 🙃



