Gears Of Time

Steam Page

Game Overview

Genre

Action-Adventure with RPG elements

3d Plataformer

Release Date

june , 2024

Roles in the Project

Game Designer

Programmer

Producer

Gear of Time is an action-adventure video game in 3D with a third-person top-down view, featuring a unique gear-based resource system. Our differentiating factor is the gear system, which is explained in more detail below. The project is planned to be a vertical slice of the game.

The game takes place in the Tower of Time, a structure that has existed since the beginning of time and is inhabited by the ancients. This tower is responsible for keeping the cycle of time in motion. If the cycle were to stop, time itself would be destroyed with it.

Our protagonist is a thief who makes a deal with the villain to bring back his deceased brother. What he must do is steal the central core of the tower. The game begins immediately after stealing the artifact, and the player must descend each floor of the tower until reaching the end and handing the artifact over to the villain.

Game Features

 

Gear-Based Resource System

The player will be able to equip different types of gears that represent their health, dash , or time-slowing capacity.

These gears can have various sizes and stats.

Gears can rotate tooth by tooth in either a negative or positive rotation. If a gear completes a rotation in the positive direction, you gain a point, but if it rotates in the negative direction, you lose a point.

Gears interact with each other.

This creates situations where the player spends dashes to gain lives or chooses not to use time abilities to preserve dashes.

The player can also make the entire system rotate left or right with their charge gear. Charging it allows you to initiate the rotation, causing you to lose and gain points depending on the direction of the rotation and depending on the size of the gear, when the system rotates, that gear will make more or fewer complete rotations.

Additionally, there are some gears that activate abilities, either benefiting or negatively affecting you, upon completing a full positive or negative rotation. This makes you carefully consider the desired reaction for each build when spending resources and rotating the system left or right.

Combat and Movement System

The player has various ways to approach combat.

They have a physical sword attack, a parry to block ranged attacks, the ability to throw and recall the sword and the option to dodge enemies with a dash, or wait for them to lower their guard to slow down time and strike until they’re defeated.

In addition to this, both abilities and customization of gear system stats makes the combat much more complex.

The Dash and the slow Time effect is also very importart for some parts of the plataforming. The plataforming is planned to be fun but diffentent depending of your gears and the weight of your character

Enemy Design

We have designed several enemies to make combat more varied and enjoyable. They are divided into physical and ranged enemies.

There are three physical enemies:

  • The Pursuer enemy, who chases the player and performs a tackle when within close range.
  • The Bomb enemy, which pursues the player and starts blinking when nearby until it explodes.
  • The Charge enemy, which moves slowly towards you with a shield and, when charging its attack, rushes towards you, leaving it completely vulnerable from behind.

There are two ranged enemies.

  • The Turrets ,that will face your direction and shoot projectiles that you can reflect back at them with a parry.
  • The Bombers,who will throw bombs into the sky that will fall onto you. As you approach them, they will hide by burrowing underground, so you’ll have to defeat them by throwing the sword at them or slowing down time and attacking them before they hide.

More Gameplay