THIS GAME WAS MADE FOR GODOT WILD JAM #35: LOST TECH

OUR WILDCARDS: TRADEOFF, UNRELIABLE NARRATOR

DESCRIPTION

GemStreak: Curse of the Time Machine is a puzzle game which tasks you with creating lines out of similarly colored gems. Trapped in a time machine with nothing but this puzzle game and an old man who can't seem to remember enough about history when he tries to talk about it, you must power the time machine with the energy of these gems to bring it back to its time of origin, lest you be trapped in here for all of eternity.

CONTROLS OVERVIEW

Left Click: Place current trio

Right Click: Discard current trio

Scroll: Rotate current trio

NOTE: The later levels of this game will most likely require some practice to beat, the difficulty curve of this game is not designed to be easy. An endless mode is unlocked after the first part of the story is completed, so if you'd like to practice or just play the game without the pressure of the later levels, the endless mode may be for you.

If you get a good endless score or managed to beat the last level, be sure to tweet about it to @pibolib!

If you'd like, the soundtrack can be downloaded here.

CREDITS

@pibolib: Programming, Design, Art, Ingame BGM, SFX

@Biinoo2: Menu/Other BGM

@zyxflames: Writing


StatusIn development
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(1 total ratings)
Authorpibolib
GenrePuzzle
Made withGodot
TagsHigh Score, Singleplayer, Time Travel
Average sessionAbout a half-hour
LanguagesEnglish
InputsMouse
AccessibilityColor-blind friendly

Comments

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Took a few tries before I finally really understood how to play. Seems interesting, but a couple things:

It might be nice to also have keyboard options for rotating the pieces - the mouse wheel can be finicky, and trying to click the rotate buttons can be frustrating (I can imagine it gets worse, when trying to do it at speed with the delete button right there as well).

There seems to be a bug, and I wish I could give you good reproduce steps for it, but I can't see exactly when it's happening, but the level just kills itself. It might happen when I'm placing pieces too quickly - but that's not consistent, so I feel like it might be something else. But I can just start a level, place a few pieces, and have the level end.

Thanks for pointing out the bug, I tried to add some failsafe for it during development but it doesn’t seem like that ended up working, although it doesn’t seem to happen nearly as often as it used to.

I’ll see what I can do about the controls if I end up making a post-jam version.