


5 Horas
5 Horas is a third-person adventure game developed as the final project for my Game Design degree.
The project explores time travel as a core mechanic integrated into the game’s narrative, allowing players to influence events from within the story world.
Players control Titor, a child trapped inside an abandoned school. During his search for a way out, he meets Tobbie, a spirit inhabiting a plush toy with the ability to manipulate time. By using Tobbie’s powers, players can revisit events and alter the fate of other children, leading to multiple narrative outcomes and different endings depending on the player’s choices.
I was responsible for the core game concept, gameplay systems, UX design, and most of the programming. This included character movement and camera systems, time manipulation mechanics, dialogue and narrative systems, item interaction, save and continue systems, as well as cutscenes and scripted events.
I also created the game logo and fictional studio branding (Nano Ninjas), and contributed to the early stages of the game’s art direction.
Time System
The game’s time system is built around controlled time travel, allowing players to revisit and influence events within a fixed 5-hour timeline.
Time travel is only possible at specific points in the environment (special school lockers), giving tighter control over level design and puzzle structure.
Players can move freely between fixed hours (1:00 to 5:00). As time progresses, all changes in the world are recorded and persist forward, but are undone when traveling back to a point before they occurred.
For example, if an object is moved at 1:30, it will remain in its new position at 3:00, but returning to 1:00 resets it to its original state.
To support this system, the environment evolves over time. Key events, such as earthquakes at specific hours, alter the level layout and create new puzzle possibilities.




0:00
2:45
2:00

3:00

Earthquake at 3:00

Earthquake at 3:00

3:00
Player vs Character Progression
While the world resets, player abilities persist across timelines. Since abilities represent knowledge rather than physical items, they remain with both the character and the player.
This creates a connection between player progression and narrative progression, as each new timeline builds on what has already been learned.

