Play Quantum Clock
Quantum Clock's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #76 | 4.214 | 4.214 |
Overall | #168 | 3.690 | 3.690 |
Gameplay | #198 | 3.357 | 3.357 |
Presentation | #325 | 3.500 | 3.500 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
The concept of something not behaving as expected when there is no observer looking at it is simply... wonderful.
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Comments
This is a really like proof-of-concept, and I wish that I could've figured out how to make the marked walls disappear when I wanted to. Were you inspired by the Quantum crystals from Outer Wilds? Because this is literally that incredible mechanic in a game.
Really cool, especially with the box jumpscares, freaked me out to think what was actually eating me.
It's a really interesting game mechanic! I just didn't really know what I was doing, I was just wandering around aimlessly waiting for things to change without really knowing if I was making any progress. But I like the idea!
Its a pretty nice mechanic, its pretty fun! I think its pretty confusing game, in this case is a good thing for the most part, the bad part is that sometimes, I don't know if I have to turn off the flash light or just turn around to solve a part of the puzzle, sometimes neither works so I have to restart, and the level as a bit big and it gets annoying having to do everything again.
The camera mechanic is very nice, thought I sometimes the boxes would still be static even thought they were not in the light area in the photo. This game has potential, just some more improvements
Getting chased by a box has never been so scary.
For the first 5 minutes I had no idea what was going on, then I figured out that the sound meant something changed and I could look away from things to make them change. The mechanic is genius, I've seen nothing like it before. Ideally, the levels could have been smaller and easier to navigate as sometimes it was tedious getting around them.
thanks for playing!! glad you liked the main mechanic!
yeah, the travel distance is something i'll try to manage better in the next builds, as it is really a boring part of the game.
wow what a cool mechanic! it took me quite a while to understand some of the rules, but a lot of the puzzles were quite fun when you put two and two together! i like the gradual increase in mechanics, it made the puzzles have two parts to them, one where you play around to figure out how something exactly behaves and the other where you figure out how to solve the actual puzzle. im really thankful that there is an audio cue to tell you when things have changed or else i would have been completely stumped xd.
as an owner of only one braincell, the puzzles were quite challenging (unfortunately got stuck on the level with the introduction of the table). i think it could help if the levels were more self-contained and smaller imo. some of the puzzles had you navigating through empty rooms before reaching the important parts of the puzzle. this would often result in me feeling lost and disoriented while trying to both navigate the level and keep in mind what i'm looking at, then suddenly i would hear the audio indicator for something changing and i wouldn't really know what happened if i didn't pay attention well enough.
a lot of the puzzle games design themselves in a way where all the information and elements needed to solve the puzzle are always shown to you in one screen (something like Baba is You or other sokoban-like games) in order to allow for the player to think about the big picture. of course this game in particular is designed with playing around with sight, so it operates on players not having complete information all the time, but players will still have to remember where things are. if the important puzzle elements are spaced too far away from each other, it risks the players forgetting the information they learned while moving towards their destination (that player is me xd). by cutting away the excess rooms to reduce travel time, it will allow me to more actively engage with the puzzle and plan out my solution better. either that or this isn't an issue at all and i just suck lmao.
still i really like the idea and had fun racking my brain on how to solve the levels that i did manage to solve. the art assets are really well put together and i like the chromatic aberration effect when you are in relative danger (its a really nice touch). also like the lore dump in the beginning, really sells the mood. great job!
Wow! What a review! Thank you for taking the time to write it!
the table level is the hardest (and the last), the most innovative design I've ever done.
i'm really going to consider the travel distance between levels, it's a very difficult part to manage as it involves the size of the lantern and the player, but there has to be a way to fix this.
the main idea of the game was the feeling of "where am i?", whenever the lantern toggles. so you really need to mentalize the level, and that can be quite difficult (even for me, some levels are hard to pass)
Thank you very much for playing and rating!!!!
So hard for a pleb like me. i feel like whatever i was doing don't matter cause i flick the light and i wake up a different person in the dark.
thanks for playing! the idea of getting "where am i?" whenever the light flicks was the main idea of the game!
Nice
Nice, I love a gaslighting game :) Would be super interesting to hear how you implemented the mechanics. I think I got turned-around at some point and could figure out where to go but what a cool concept and use of theme.
I'll consider making a video/blog about how I designed everything! Thank you!
hard but interesting!