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TimeRunner

中文:游戏玩法(连接主题版)

TimeRunner 是一款围绕“连接(Connection)”主题设计的时间解谜平台游戏。

当前版本的关卡核心不再是压板协同,而是:

  • 你(玩家)
  • 回声(Echo,过去的你)
  • 连接光束(Connection Beam)
  • 连接感应器(Connection Sensor)

通过“人-回声-光束”的空间关系来开门、开路和重构解法。

核心循环

  1. 先行动并记录轨迹
  • 你先移动、跳跃、冲刺,制造一段有意义的时空路径。
  1. 触发回溯
  • 使用回溯回到早先位置。
  1. 生成回声并建立连接
  • 回声沿时间线重演旧动作。
  • 系统会在你与回声之间生成实时连接光束。
  1. 用“连接线穿过感应器”驱动机关
  • 当光束穿过 Connection Sensor,传感器被激活。
  • 传感器向门发送 Activated / Deactivated,门据此开启或关闭。
  1. 同步你与回声
  • 关键不只是“你站在哪”,而是“你和回声连线在哪个时刻经过哪里”。

你真正要思考的不是“站点”,而是“线段”

在这个版本里,解谜目标通常是:

  • 让玩家-回声连线扫过指定区域
  • 保持连线穿过感应器足够久
  • 在门开启窗口内完成位移

这意味着你要规划两件事:

  • 回声的终点位置和运动节奏
  • 当前玩家的实时位置与位移方向

两者共同决定连接线的角度、长度和覆盖区域。

常见过关思路

  1. 先定“线”再定“人”
  • 先观察感应器在哪,反推需要哪条连线穿过它,再决定你和回声分别要去哪里。
  1. 先录“锚点轨迹”
  • 第一次行动先把回声送到合适锚点(高点、角落、门边)。
  1. 第二次行动做“执行轨迹”
  • 回溯后由当前玩家补齐剩余路径,让连接线在正确时机切过传感器。
  1. 失败就重编排时间
  • 失败往往不是手速问题,而是连线时机不对。
  • 调整录制顺序和回溯时点比“跑更快”更有效。

关卡体验目标(Connection 主题)

  • 你不是单独闯关,而是在与“过去的自己”建立时空链接。
  • “连接”既是视觉表达,也是机关输入。
  • 同一个地图位置,在不同时刻会因为连接关系变化而产生完全不同的可行路径。

默认按键

  • 左移:A
  • 右移:D
  • 下:S
  • 跳跃:W
  • 回溯:Q
  • 重开关卡:E(动作名:relode

快速开始

  1. 在 Godot 中打开项目并运行。
  2. 通过关卡管理器进入目标关卡。
  3. 先观察连接感应器位置,再开始第一次录制。

English: Gameplay (Connection-Focused Version)

TimeRunner is a time-based puzzle platformer centered on the theme of Connection.

In the current level design, pressure-plate logic is no longer the main interaction model. The gameplay now revolves around:

  • the Player
  • Echo (your past self)
  • Connection Beam
  • Connection Sensor

You solve puzzles by shaping where the beam between Player and Echo travels over time.

Core Loop

  1. Move and record
  • Perform a useful route first.
  1. Rewind
  • Return to an earlier point in your timeline.
  1. Spawn Echo and establish a link
  • Echo replays past actions.
  • A live beam is formed between you and Echo.
  1. Drive mechanisms via beam-sensor intersection
  • When the beam crosses a Connection Sensor, it activates.
  • Sensors trigger door behavior through Activated / Deactivated events.
  1. Synchronize both timelines
  • Success depends on where the beam is, not only where the character stands.

Think in Segments, Not in Spots

Most puzzles are about controlling a moving line segment:

  • Make the beam sweep through a target area.
  • Keep it intersecting long enough.
  • Use the opening window to pass through.

So you plan both:

  • Echo anchor and playback rhythm
  • Live player movement and timing

Together they determine beam angle, length, and coverage.

Practical Strategy

  1. Plan the beam first
  • Identify required beam path through sensors, then decide positions.
  1. Record an anchor route first
  • Use your first pass to place Echo in a strong anchor position.
  1. Execute a second route after rewind
  • Use your live run to complete the intersection timing.
  1. Iterate by retiming, not by rushing
  • Most failures are timeline/beam timing issues, not pure execution speed.

Experience Goal (034jam Connection Theme)

  • You are connected to your own past.
  • Connection is both visual language and puzzle input.
  • Different timing creates different valid paths in the same space.

Default Controls

  • Move left: A
  • Move right: D
  • Move up: W
  • Move down: S
  • Jump: W
  • Dash: L
  • Interact: J
  • Rewind: Q
  • Reload level: E (action name: relode)

Quick Start

  1. Open the project in Godot and press Play.
  2. Enter a level from the level manager.
  3. Locate sensors first, then plan your first recording around beam routes.

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