Inspiration

The game draws its inspiration from the philosophical and emotional depth of the TV series “Dark.” It explores the cyclical nature of time — how past, present, and future are eternally intertwined. We wanted to capture that haunting sense of inevitability and connection across eras: the way one choice in the present ripples backward and forward through history. Players begin in a familiar modern world, are thrust into a mysterious mediaeval timeline filled with ancient secrets and paradoxes, and ultimately glimpse a futuristic realm shaped by their actions. Through its shifting worlds, the game reflects on destiny, memory, and the endless loop of cause and consequence — a journey through time where nothing truly ends or begins.

What it does

The game is a top down adventure game where players explore three interconnected timelines medival times through slashing ghosts. Choices made in one era directly influence events in another, forcing the player to think beyond linear time and embrace paradoxes to save (or doom) the world.

How we built it

We developed the game in Godot 4, using hand-drawn pixel art and dynamic lighting to reflect each era’s unique atmosphere. Dialogue and cutscenes are scripted to build emotional tension and mystery. The time-travel transitions and environment logic were implemented through custom GDScript systems that manage timeline states and map evolution. The soundtrack was composed to evolve with each era, blending organic medieval tones with futuristic synth layers.

Challenges we ran into

Designing a consistent narrative across three timelines proved complex — every small action needed consequences in other eras. We also faced technical challenges synchronizing state changes between maps, managing performance, and achieving smooth scene transitions. Balancing storytelling with gameplay was another major challenge: keeping the mystery engaging without overwhelming players.

Accomplishments that we're proud of

Trying GoDot for the first time, we were learning as we proceeded with the project. This led us to make sacrificies such as finishing a feature at 80% to focus on another aspect, or outsourcing art and music by tweaking free asset packs, however we were able to package everything into a neat manner.

Built With

  • gdscript
  • godot
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