With PELLECGRIN Dylan and COLMERAUER Clement, we created a game, named Layers of Time

Here is the written report we did. I think it is really great at answering most of the questions on this game. Then you can read a bit more about my work, and my feelings on this project

The written report : Link to heading

Summary Link to heading

Layers of Time is a platform and puzzle game, where the player has to progress through levels, by playing with his past self. He has a limited amount of time loop to do it, and must, let « himself » from previous attempts, interact with the environment to open the way.

Type of game Link to heading

We chose to create a single-player game, as this enhance focus, therefore more suitable for a puzzle game.

Target platform Link to heading

We firstly targeted PC players. While only available on Windows, we plan to port this game on Linux and MacOS soon. We also, really hope being able to provide a Nintendo Switch version, as this console fit the type of gameplay.

Targeted players Link to heading

With this game, we think Puzzle game fans and Speedrun Fans will be the main focus.

Engine Link to heading

This game is made with unity, as this is a good and powerful engine. This may be a bit « overkill » for this type of game, but we decided to go for it as we wouldn’t be limited at any point in the development phase.

Camera Link to heading

Like a lot of puzzle games, this is a sideview camera

Goal / Defeat Link to heading

The goal is to finish the level, by solving the puzzle. Player loose by not passing the finish line within the provided loops.

Key selling points: Link to heading

Windings levels Puzzle with several ways of finishing Systemic

Unique selling point Link to heading

The main selling point, what really makes this game unique, and valuable, is the Time loop system

BackStory Link to heading

As a classic puzzle, there is no clear backstory, you just have to finish.

Game Mechanics Link to heading

The player, in Layers of Time, can Jump if he is grounded Move left or right Grab / lift the environnement.

Another mechanic, we didn’t yet implemented, is ennemies. Ennemis could be turrets, or patrolling. Player would have to avoid them / avoid projectiles to Finnish the level.

We also toughed of something a bit more complex to put in the game : variability. Some elements may vary from one loop to another (ex : ennemies could appear at loop n°2, so player would have to setup something to protect himself in the previous loops).

There is to be a level map similar to the worlds of Mario or super meat boy (but not implemented yet). When you finish level, you unlock the next one. Each world could have its own theme and specific mechanics.

Level Design Link to heading

In the levels, players will encounter : Start / finish line Boxes Moving platforms

Audio Link to heading

For audio, LOFI is our choice (not implemented yet), as this is chill, so it’s relevant for this game.

Audio will be variate , depending on the level and the loop. So different instruments for each loop, that add as your go through loops.

As an exemple, you will start the loop n°1 with only bases as music, then loop n°2 will start with bases + kicks, loop n°3 will add melody, etc. This really allow increasing the attention player will give to the game.

Marketing strategy Link to heading

For the game to get discovered and played per as much people as possible, there will be a free Demo, with the full game for around 10€. We think of eventually, if the game become popular, of creating and selling map-packs. As we know it’s important to create a real community around the game, we plan to create a level editor, in order to let players creates their own levels, and sharing them online (for free). This would contribute to make the game « infinite », therefore allow people who really like the game, to play it without ever finishing it.

For launch date, Q3 of 2025 seems reasonable, while maintaining a level of interest for people already looking at it. It seems that June and July may be the perfect spot in term of market availability.

For communication, we will mainly rely on word of mouth, for the game to be known. To do so, we could add a fancy screen, displaying results, that players would share on internet with friends, in order to challenge them.

What I think about this Link to heading

I really like how this project turns out.

At first, I wasn’t super hyped for making yet another platform game, as I thinked we couln’t bring anything new to those already well-working games. I quickly changed my mind, after we came up with the “help yourself” concept. I was really curious about how we would make this idea real.

fast forward, I really liked working on this project, specially level design, which is way more funny with LoT than any other platform games, as you can really make some seriously mad-driving levels.

For the future, I’m curious to see if this game will really be famous, or if it will even be sold once.

I’m also looking forward to add the music mechanic to the game.

TLDR; Quite a good game, You should download the demo