Dev Log 0 | Can Wait | Released

Published 2022-09-26
itch io: b-c-games.itch.io/can-wait

Developers:
Cem Kaya

Baha Mert Ersoy

Story:
You and your robot buddies find yourselves in the past. Even if you wish to instantly go back to your own time, it is impossible; there is only one way to go forward in time. To wait.. Or is it?

A "time tomb" allows you to sleep through long periods of time without rusting. If you want to reach your own time before shutting down, you need to find some and use them. Fortunately, there seems to be one in each level! All you have to do is power through enemies and take care of the relentless boss monsters protecting these capsules. Don't worry though, you will be able to buy and find numerous powerups along the way.

The clock is ticking. You better get to those time tombs quickly, only in them can you wait for your own time in peace.

Features:
Procedurally Generated Maps
Local LAN Co-op
Keyboard + Gamepad Support
Shop and Item System
A Message From Devs:
Hey guys, we are Baha and Cem. This is our second game. We have used Unity for the first time ever. This release is basically a demo. There only 4 items, 3 enemy types and 1 level. We also didn't have any artists so the assets are... there. We have used AI to generate them and used Clip Studio Paint to edit them.

The width of the features we wanted to implement are there, however we couldn't explore them in the depth the game deserved. Don't forget to give us feedback, we are looking for ways to improve our game.

Don't hesitate from joining us in this journey!

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Music : Lofibeat In London from Kamil Guszczynski
Editing software: Clipchamp

All Comments (2)
  • @jayspace2905
    will not lie, at first, I thought this was a joke game and was just made for the heck of it, but I see that this is an actual project so I'll give some actual feedback. I haven't played the game but I am a guy who plays video games and knows what makes them tick, with that being said: 1. Health Bars- easy to get confused on how much damage is taken and or given. 2. Music- Will add atmosphere and break the silence for the action taking place 3. Descriptions- Add these to the items, (Which need names), to figure out what you are buying and figuring out whats more important at the moment. It would help to also add a percent description for the items; like this item increases the damage by 20% or speed by 30% for extra detail. 4. (Story) I read the description of the video and the title and this is supposed to be about waiting or something of that nature, correct? Implement some of that narrative to the game to give it substance. As of right now, we don't know the origins of the robots, why they're deteriorating, why we are here, the monsters, and so much more. MAKE US CARE. I suggest videos based on this for more detail. 5. Presentation- Like I said, I thought this was a joke at first so others might too. I read that this is your second game so you'll probably understand the importance of design. To be blunt, it looks awfully childish, cheap, and clunky. Fix that and the game will gain some respect. 6. Navigation- I'm not playing the game and I'm confused about where you're going, so imagine if someone is playing it. Make it accessible and readable, it's a map. Unless it was an artistic choice, let's say it's outdated and primitive on purpose, because the robots have waited in the past for an unknown amount of years or even decades, and never got updated during the rest. In that case, lean into that more, and make it more obvious that this is outdated technology and you (the robot) have to find the requirements and tools to UPGRADE yourself for the next rest/ wait. I like this idea because it adds to the atmosphere, gameplay (like later on you can update it as you play gaining knowledge about the world you're in), and story from this alone. But it's just a suggestion. 7. Enemies/Boss- They should be challenging to an extent or don't have them at all. It's better to be an exploring game and have it focussed on story and worldbuilding rather than combat if the combat is subpar and uninteresting. If you must add combat then, make them either be more aggressive, smart, or both. Why would a monster fight a random old robot? Could be optional encounters that don't require you to fight them. Also, add more verities, Start slow, you don't have to stress over the types yet, if you even need to conclude them, likewise to the boss(s). Some cool designs would do your monsters justice to make them a threat if they are supposed to be one, or make them more passive, only getting aggressive when you start getting aggressive.