Platformer · Past and present collision layers
Time Swap
Swap between past ruins and present vines across twelve platform rooms, collect each hourglass, and change eras safely to open gates without losing the bridge.
The game's own interface may still be in English.
Overview
A corridor can contain two different routes even when its walls never move. Time Swap gives each of twelve rooms a past and a present version. In the present, a vine has grown across the central pit, but a later gate blocks the path. In the past, that gate has not been built, and the vine has not grown either. Your character keeps the same position and momentum when changing eras. The puzzle is therefore about choosing where it is safe to switch, rather than using a change as a teleport. Every exit also requires the room’s hourglass. It appears over the vine bridge and can only be collected in the present.
How to Play
Move with Left and Right and jump with Up, J or Space. E changes the active era; touch players use the labelled buttons beneath the room. The faint outlines show geometry in the other era, while solid shapes are the surfaces that currently stop your character. Changing into a wall is rejected, so move clear before trying again. The first six exits require the past. Later rooms introduce another gate and require the present at the exit. N or Next advances after clearing a room. P pauses, T retries the current room, and R restarts the entire journey.
Tips & Strategy
Switch to the present while you still stand on the starting ledge. Walk across the vine and collect the hourglass before changing back on the far bank. Do not remove your bridge while standing over the pit. Small stone blocks require a jump, and later layouts place another low obstacle near the exit. Jump slightly before reaching a block instead of holding against it. The movement allows a short grace period after leaving a ledge and accepts a jump just before landing, which helps recover a slightly late input. In the later rooms, pass the first gate in the past, then change to the present in the clear space between gates. Three falls end the attempt, but Retry preserves rooms already completed. A full restart erases that progress and returns to room one.
Controls
- Keyboard
- Left/Right - move; Up, J or Space - jumpE - change era; N - next cleared roomT - retry room; P - pause; R - restart
- Mouse
- Use the labelled controls below the field and follow the in-game instructions.
- Touch
- Tap the labelled action buttons; hold movement or reel buttons where indicated.
Features
- Past and present collision layers
- Vine bridges and era-specific gates
- Twelve rooms with three shared lives
- Hourglass collection required at every exit
- Ledge grace and buffered jumping
- Retry the current room without replaying cleared rooms
Frequently asked questions
Why will the era sometimes refuse to change?
A switch is rejected if the character would overlap a solid object in the destination era. Step or jump clear of that gate before changing again.
Which era does the exit need?
Rooms one through six require the past, while rooms seven through twelve require the present. Every room also requires its hourglass.