Inspiration
We were inspired to join this hackathon with the main passion of learning game development for the first time. Specifically, we were inspired by the theme of Impermanence while building our project. Impermanence, was mentioned before, was the main concept throughout when we designed our game. Rather than treating abilities and movement as something stable and accumulative, we embraced the idea that everything the player is given is temporary. There is no hoarding or a safety net of an accumulation of resources, only the immediate decision of the player and the consequences that follow. Further playing into the theme, the players progression is also impermanent, with the only checkpoint being at the beginning of the level.
What it does
Out of Time is a fast-paced platformer where the player navigates an single difficult level, collecting limited-use abilities to reach the final goal. Each ability, like a double-jump or wall-jump, can only be used once per pickup, emphasizing careful planning as the main motive behind the player's actions. The game's main motive is to challenge players to think strategically about every move while racing against time.
How we built it
We developed this entire project using GoDot.
Challenges we ran into
The biggest hurdles we faced were Git-related problems, including merge conflicts and managing scene files across multiple team members. There were many times throughout this hackathon where we would merge branches and confusingly have different files, or even worse, missing files. Additionally, implementing movement mechanics like wall-jumping and one-time-use abilities was difficult to ensure neither caused bugs of one-another.
Accomplishments that we're proud of
The biggest thing that we're proud of is everyone's willingness to be persistent and see the project through to a fully playable state. Even when we ran into bugs, Git conflicts, and tricky movement mechanics, the team stayed committed throughout. We’re proud that, as a team of first-time Godot developers, we were able to build a cohesive game with elements that we wanted to implement in the game like power-ups and personalized pixel art. Beyond just the technical achievement, we're also really proud of the teamwork and communication that kept the project moving forward.
What we learned
Throughout this project, we learned a lot about game development in general and teamwork. On the technical side, we gained first-time experience with Godot. On the flip-side, teamwork-wise, we learned the value of communication and just having the joy of bringing a fully playable game to life.
What's next for Out of Time
Next, we plan to fully polish the graphics to make the game visually cohesive. We also want to create more levels and add new enemies to increase the challenge and variety. Beyond gameplay, we also want to improve then overall back-end elements, making the codebase cleaner and easier to expand for future features. Overall, our goal is to take the game from a solid prototype to a more complete and polished experience.
Built With
- godot

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