Warning: WebGL build is discouraged. Please download for PC or Mac to avoid bugs.

About:

The Edge of Time is a platformer game made for the VimJam 2. The theme was "On the Edge" and the limitation was "Boss". Our team decided to incorporate these aspects by creating a game where you are quite literally, on the edge of time.  

The Timekeeper has taken the world into his hands. On his tower, is his slow-rolling clock of death. When this clock falls off the tower, the game ends. You have 3 lives and 1:30 to make your way through 9 levels of the Timekeeper's tower and defeat him. Good luck.

Controls:

  • A & D or arrow keys for horizontal movement
  • Space to jump
  • Right click on the left or right of the screen to dash
  • Left click on the left or right of the screen to swing sword
  • R to restart level
  • H to toggle hints
  • E + W/S to climb ropes

Stuff you might like to know:

  This guy is a flyer. They can harm you when they get too close. Don't panic though, just swing your sword at them and they should be a pretty easy kill.

   Throughout the game, you'll come across various clock collectables like this one. They add 15 seconds to the timer, so make sure to pick them up when possible.

This is the Timekeeper. It is up to you to figure out how to defeat him. No tips here!

How to give feedback:

  • Try to avoid repeating anything people have already said.
  • Don't ask me to play your game without giving feedback on mine first.
  • Rate honestly. 

Credits:

All assets excluding audio were created by William Herring and Jeremy Liew during the jam period.

Contains music ©2021 Joshua McLean (https://joshua-mclean.itch.io) Licensed under Creative Commons Attribution 4.0 International


Download

Download
The Edge of Time MacOS.zip 33 MB
Download
The Edge of Time Windows.zip 24 MB

Comments

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(1 edit)

Probably the biggest criticism I have of this game is information denied to the player.

On one hand, this means that I got lost in some levels, uncertain if I was supposed to go up or down or left or what. Not sure how to make that clearer, but the game has a pretty strict time limit, so getting lost seems like a problem.

On the other hand, it means that arrows or flyers coming in from offscreen when you're at that edge of the screen are very annoying, and that the camera should probably stick a bit closer to the player character.

(Also, the rope-climbing animation is really jarring, especially compared to the quality of the hero's other animations—especially the attack animation, that one's really good. But, you know, game jams—I'm sure an animation would have been added if there was time.)

(1 edit)

Thanks for your feedback. I agree that there is certainly a lack of visibility during levels and we will work to resolve this after the jam. As for the climbing animation, we were actually planning on it but ran out of time.


Edit: btw, if you need a hand getting around levels, try pressing H for hints.