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Temporal Debt

4 devlogs
8h 9m 22s

Temporal Debt is an experimental narrative-driven puzzle game where time itself is the main resource. Players can borrow time from the future to freeze the world, solve puzzles, and manipulate events, but every second borrowed creates a temporal debt that must later be repaid. As the debt accumulates, the game world accelerates, becomes unstable, and forces players to survive the consequences of their own decisions.

The core experience focuses on managing time as a currency, turning problem-solving into a risk–reward system where short-term control leads to long-term pressure. Instead of relying on combat or scores, the game adapts to how players use time, shaping difficulty, environment behavior, and narrative progression. Temporal Debt delivers a unique psychological and strategic experience where the future is not a promise, but a liability.

This project uses AI

ChatGPT was used as an AI-assisted development tool primarily for ideation, system design, and problem-solving support throughout the project. It helped in refining the core game concept, structuring the game mechanics, and converting high-level ideas into a clear design plan. ChatGPT was also used to generate and validate algorithmic logic for key systems such as the time management and temporal debt mechanics, and to suggest improvements in code structure and modular design.

In addition, ChatGPT was used as a debugging and learning aid to understand errors, optimize logic, and explore alternative implementations for specific features. Some code snippets were iteratively refined using AI suggestions, but all core implementation, integration, and final decisions were done manually by the developer. The tool was mainly used as a productivity and reasoning assistant.

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shaikhsamir8442

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I built a time-based strategy game using Python and Pygame where players can control time using mechanics like time freeze, time scaling, temporal echoes, and time anchors. The game also includes a temporal debt system that changes the difficulty based on how the player uses time, along with collision detection and interactive environments.

The most challenging part was designing the time systems and making sure all mechanics worked together correctly. Handling time scaling, freezing, and debt logic without breaking the gameplay required a lot of testing, debugging, and logical thinking.

I am proud that I was able to design and complete a unique game concept, implement complex time-based systems, fix all major bugs, and successfully deploy the game so that anyone can play it through a public link. This project helped me learn a lot about game systems, problem-solving, and real-world deployment.

shaikhsamir8442

The core development phase of the dish has now been successfully completed, with all major features implemented and existing bugs and errors resolved. The dish is currently stable, fully functional, and polished in terms of gameplay systems and performance. At this stage, the focus has shifted towards preparing the project for deployment, including building the web-compatible version and setting up the necessary steps to make the game publicly accessible for players.

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shaikhsamir8442

Focused on building the core game systems that define how time and interactions work inside the game. I implemented the time manipulation engine with support for time freeze and time scaling, added a temporal debt tracking system with tier-based accumulation, developed a collision detection system using spatial partitioning for better performance, and introduced advanced temporal mechanics like echoes and time anchors to create more complex and strategic gameplay behavior.

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shaikhsamir8442

Today was focused on improving the core mechanics of Temporal Debt. I worked on enhancing the TimeEngine to support smooth transitions between frozen, normal, and accelerated time, added the initial temporal debt tracking system, and connected it with the HUD for real-time feedback. I also reorganized the code into a cleaner modular structure and updated player movement and interactions to rely on scaled time. Finally, I tested different scenarios and tuned the core loop to make sure the time-borrowing and repayment mechanics feel stable and responsive.

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shaikhsamir8442

Today I implemented the initial core code structure for Temporal Debt, including the main game loop and the foundational time management system. I created the base TimeEngine class and integrated it into the player update cycle to support time scaling and freezing.

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