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We're Otta Time!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #65 | 4.265 | 4.455 |
Audio | #195 | 3.569 | 3.727 |
Overall | #261 | 3.554 | 3.712 |
Theme | #353 | 3.656 | 3.818 |
Innovation | #437 | 3.307 | 3.455 |
Fun | #438 | 3.307 | 3.455 |
Game Design | #567 | 3.220 | 3.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
You use your time machine to rewind time and restore a town to its former glory.
Did you write most of the code yourself and made all the assets from scratch?
The code and art assets were. The sounds were mostly repurposed from earlier projects and music taken from the interweb.
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Comments
I'm captivated with this game and wanted to play a more refined version of it. With this current version, I experienced a time slow down at respawn. Other things that can be improved are:
-Faster turn sequencing (melee units can just jump from their position to the attack point.)
-Dialogue skip option (Pressing any key can instantly show current line fully.)
-Informational dialogue (Example: After the 1st battle, the forest entrance was closed off, I forgot there was a "Rewind" key.)
-Difficulty Ramp (1 vs 3 wasn't exactly a fair fight at early stages, especially if you run out of potions.)
Graphics, gameplay and sound are already nice. So keep up the good work! 😄👍
Glad to hear you liked it! Testing was a bit rushed so it's understandable some bugs made their way in and the balance is a little thrown off in places, haha. I was informed the slowdown at respawn occurs if you aren't blocking, which explains why I never ran into it (I was fairly decent at the combat somehow), as an unblocked enemy attack causes a slowdown for the attack effects that is not reset upon death and subsequent game restart (as the turn never fully ends and triggers the speed to reset to normal).
Little QOL things like text skipping and help dialogue are definitely things to consider next time we work on something (or add to this, perhaps!); as I'm sure you're aware, we just ran out of time for it ^^; All of the dialogue was written and added in by the programmer, V3derant, so next time I'll try to contribute a bit more myself and see where hints are needed, guidance can be given, etc. I'm of the opinion that the shopkeeper could prompt you a bit more strongly to buy potions (or even give you some for free) as it's easy to wander off without buying any. There's also several stacks of boxes hidden away to shoot for coins, yet no one I've seen play it found them, so it could be a bit more obvious. And of course, balancing would be heavily adjusted should we go ahead with this in the future~ I do agree it's quite hard as it currently stands.
Thank you for the delightful feedback, and for playing our game!
The gameplay is great, and the graphics are really good. Solid submission all around!
thank you immensely for playing :D and for the lovely feedback! it's so nice to hear kind words, especially on my first jam
An impressive submission, the art its pretty great (and cute), and the gameplay is really solid and polished! This project has potential!
Great job and congrats! :D
:D thank you! I'm glad you like the art, I worked hard on it (with some not insignificant input from V3derant!)
Awesome game! I really liked the kind of paper mario like combat. I also loved the adorable main character. I'd love to see this expanded.
glad you got that vibe from the combat, was definitely inspired by it c:
An absolute blast working with you on this bud~ It turned out really well c:
Exact same thing here! Glad we made this together ;)
Loved the feel of the game! When I noticed I could reduce the damage clicking in the right moment I jumped