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A jam submission

Stealing TimeView game page

1 month game jam submission with the theme "Time"
Submitted by Jonnboy91, Messicano, Hizaguru, hardlaced — 7 hours, 20 minutes before the deadline
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Stealing Time's itch.io page

Results

CriteriaRankScore*Raw Score
Mood#54.3494.349
Overall#253.8433.843
Visuals#304.0004.000
Gameplay#443.5813.581
Audio#533.4423.442

Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine

Unity

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Comments

Viewing comments 20 to 1 of 29 · Previous page · First page
Submitted

God damn it, almost couldtn't sleep. 5/5

Great tone, atmosphere, handmade dialogs.

 You have a talent to do that. Maybe keep working to perfect it. Really enjoyed!

Developer(+1)

Thank you so much! Great that you loved the atmosphere, our main goal was to do a really immersive stealth game and it ended up maybe being a bit creepier what we originally planned, but we thought in the end that it works perfectly with the story.

Submitted

Really enjoyed the art style and tone of the cutscenes (would have been nice if they didn't start on a blank screen though!). Some of the text screens during the game disappeared too quickly to read. During the first level I went back to through the graveyard and had to walk all the way back up to the middle and down again -- would be nice to have a run option (even if it's just in the time mode).

Nice submission!

Developer

Thank you so much for the feedback! Yeah we wanted to have them to create a separate feeling of scenes, but yeah maybe it would have worked better without blank screens.

The texts were actually inside the triggers, so if you stayed inside the collider or looked at the certain object it shouldn't disappear. 

Hahah, yeah we though that as well, that is why we hinted the player to the main gate, but we didn't want to add running, since that would kind of break the immersion of stealth.

Submitted

Woooww! This was sick!!! I love the Lovecraftian story, a lot! Not to say the stealthy horror vibes, it merged very well with the aesthetics. I`m really happy to have played it. 5/5! 

Developer

Thank you so much mate! Really happy to hear that you liked it! :) 

Submitted

I really liked the handmade design, it's quality.

I liked the horror setting, the game makes you explore the map, I really liked that. I just found the sound of the steps a little delayed, but it doesn't interfere with the game. Congratulations on the work! :D

Developer

Thank you mate! 

We originally didn't plan it to be that horror, but in the end we noticed that it suits so well with the story and everything that we built on that! :) 

Yeah the footsteps ended being a bit shite to be honest :D We originally planned that they would change depending on what you're walking on and everything, but then just settled with basic step sound which wasn't even that good, but we tried to make it quieter so people wouldn't mind it so much :D 

Submitted

Yoo I'm not gonna lie, your game is one of the best ones i've seen so far. the whole art style u picked and the game play goes well together very much. good job :D 

Developer(+1)

Thank you so much mate, glad to hear that you liked it, although there are some great competition here with everyone, from simple games that have really impressive mechanics to well told stories. This GameJam has been so amazing! 

Submitted(+1)

I like the mood / tone your game set from the start, and it was a good story. The music on the menu and at the end of game was rocking. Oh, and that initial phone ring in the story line, startled the heck out of me...it almost threw me off my chair ...  haha.  =) But it speaks the mood that you have set from the start.

Admittedly, I didn't use much of the crouch option except for stealing that key in the second scene. I really liked the maze and the lean function came in handy. A crystal count would be a nice to have on the UI, and possible a count down timer. But the SFX were great indicators (when using the watch.)

And it was a bit of fun exploring for diamonds over the map.

The ambient noises in the scenes, set me on edge a little, not sure if because there wasn't much variation, but it did add to the mood.

I'm unsure if it was intentional, but the footsteps felt like time was ticking away as you were walking...which was a great.

The artwork was very unique and I liked it. I could see this game evovling into quite a tale if pursued, make sure to continue with the artwork.

Overall a good game! Thank you.

Developer

Reading this made me smile so much. Thank you for your thorough feedback! 

The music is actually one of our team members band Endocrine (https://www.youtube.com/watch?v=IonL5jBIxbk one of the songs we used).

Hahah, maybe it was a bit surprising, but good to get you on the edge of your chair :D 

Yeah it was a choice we made that we wanted minimal to none UI, since we wanted to create an immersive stealth game, that made you feel like you were actually there and UI always kind of breaks that immersion, that is why we played around with SFX, blue tint on time stop power and you being able to see from the watch if the gem is still clear meaning you have gems left.

Oh damn, I would love to say that we planned the foot step sounding like time was ticking away, since that sounds amazing, but no we're not that genius :D 

I've mentioned this a few times but she deserves it! For the artwork  in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Submitted(+1)

Good ambience, lots of tension, really great drawing as well! A HUD with the number of diamonds or some indication of how many I have would be good (maybe it was indicated and I missed it!). Also maybe an idea of how far the cultists see would be good too (they seem to be far more nearsighted then originally expected!). Great game, great job building on the theme :)

Submitted(+1)

Good ambience, lots of tension, really great drawing as well! A HUD with the number of diamonds or some indication of how many I have would be good (maybe it was indicated and I missed it!). Also maybe an idea of how far the cultists see would be good too (they seem to be far more nearsighted then originally expected!). Great game, great job building on the theme :)

Developer (1 edit) (+1)

Thanks! We wanted to create an immersive stealth game, that is why we didn't want to add any UI, so we went on different route with some of the things. You can't see the number of time stop gems, but for example level 2 tells you that you have 3 of them and you can always see if you still have at least one left, since the gem on the watch will be black if you haven't got any left.

Yeah that detection level we modified quite a lot during playtesting and ended up going with one range for detection and one for kill mode. So if you are detected they give a certain sound hint that you know you have to get away and if you enter kill mode, well you're dead :D haha.  We didn't really come up with an idea how to show how far the cultist see without breaking our immersion, so we decided to keep it somewhat realistic considering it is dark outside, but yeah obviously sometimes you can get pretty close, at least if you're crouching.

Oh yeah and as said before on other comment for the artwork  in cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Submitted

True on the gems and yes that makes sense, I did see that! :)

Haha very cool, and actually she is definitely unofficially part of the team then! I will check it out! :)

Thank you!

Submitted(+1)

I like the ambiance & the mood you have created. The art, both 2D & 3D are well made. Enjoyed playing the game. Well Done! :)

Developer(+1)

Thanks mate! Really appreciate the comments! For the artwork  on cutscenes we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Submitted(+1)

Wow Love the drawing , yes there a sense of tension there, Kept me  on my toes , especially when you hear the creatures getting close  .   I will be adding this to my collection . Well done

Developer

Thanks!! :) For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Good to hear, that's what we wanted to do, proper stealth game without the option to blast your way through every single enemy :D 

Submitted(+1)

I really enjoyed this! I love stealth games, and I got that feeling of "oh shit are they gonna catch me," especially in tighter spaces like the mansion. The atmosphere was on point especially with the constant enemy breathing and mood lighting. I especially liked the story being told through drawings, gave an old-school type of vibe. The only gripe I had was it was hard to know if a skelly could see me or not, and if they could I had no way of escaping. Anyways, great job on your guys' first game!

Developer(+1)

Thank you! Yeah it was a hard choice of how we should do that detection part, since we wanted no UI, because they could break the immersion you are having while you're in the dark there. For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

That detection part was hard, we had like a detection sound when they saw you and you still had a chance to run away and on level 2 obviously the time stop powers. I think the detection sound ("huh who's over there") ended up being a bit too quiet, so not sure if anyone heard that actually.

I love stealth games as well and it was so cool to do something like this and the learning curve that happened in a month was amazing, it was our first game jam, but for sure not the last one! 

Submitted(+1)

Awesome atmosphere! And the drawings, really cool. This is impressive, especially for a first game.

Though I'm totally not the right player for this, where's me shotgun?? ;) I've never had much patience for stealth operations, I'm more of a shoot-first-ask-later kind of player. I will try it out again, I didn't make it that far yet.

A few comments:

  • I find it a bit difficult to know when an enemy is going to see me or not. By the time I realize I'm often dead. This might be partly because my frame rate is *very slow*, even at lower resolutions (I have an old-ish Mac).
  • Could totally appreciate a Save option. :) I guess that's not an easy feature to implement.
  • I found a glitch with the boat at the back: first it seems to be floating in mid-air, then as I approach it, it snaps back into place. Kind of works with the eerie atmosphere.


  • With the door closed, saying that there's a key nearby, I could pick the key without lifting the stone (and never seeing the key). Which was kind of confusing, and made moving the stone pointless.

Anyway, really nice, I stopped at this beach to enjoy the view in between deaths:


;)

Developer

Thanks mate! For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Hahah, I get you, I love stealth games but sometimes you just want to blast through everyone, but we wanted this to be proper immersion to stealth! Yeah that detection part we struggled with a bit, since we wanted to focus on immersion and that is why there isn't really any UI (Except the PopUps to help the player a bit), but we have a sound that the enemies make when they detect you and you still have a chance to run away before they go to "kill" mode :D 

Yeah we were thinking about a save option, but in the end it is quite a small game, so we settled on retry level, so you don't always have to start from the very beginning once you pass a level.

Hahah, yeah that is a bug I noticed as well, but in the end we had worked so much on this game and the MAC build was getting on my nerves, so I thought to leave the levitating boat there :D 

Yeah I think in certain angle the keys collider comes a bit over the stone and that is why you could pick it up :/

Did you try the quality setting for you mac? Just thinking if that would help the performance at all, we know that it isn't exactly best optimised game atm, since that is something we're still learning about, so that is why we put the quality option there, that people could lower the quality to be able to play if they had problems :) 

Submitted

Yes, I ended up playing at 1024w and medium quality, which is a shame because in FullHD it looks really nice! Now I want to buy a better computer. :)

As a beginner, I also struggled with performance optimization. So much to learn! It's high on my "soon-to-learn" least.

Submitted(+1)

Big fan of the art style - especially the intro.
I'll be looking at the code to see how this was done.

Developer(+1)

Thank you so much Marcus, for the artwork we can't take any credit, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges.

Please do not look at the code, this is our first game and the code is a bit of a mess to be honest :D haha

Submitted(+1)

That was definitely a creepy game. The mood you conveyed was outstanding.  The controls were great, and while I didn't memorize all of the controls at the start, the helpful reminders for each contextual action were definitely helpful in helping me proceed. One thing I wish you had added was the transition from crouching to standing. Like a Lerp of some kind maybe?

Developer

Thank you so much, great to hear that you liked it!

That is a good suggestion, and true to be honest! Need to take that in consideration in the future.

Submitted(+1)

This was an amazing game. All the artwork was simply incredible and the gameplay was fun and engaging. I really enjoyed the ambient sounds that played in the background because it helped me immerse myself in the world. Also, the story was great and the sound design was on point. Your team did a great job with this game and I am really impressed.

Some things to take into consideration for future games is some optimization. While the game ran fine on my PC, I noticed each grass blade was calculating rotation to face the player and (I could be wrong) but it seemed that there was no drop off to that, so I can imagine that many calculations bottle-necking the CPU. I would suggest either limiting those calculations to pieces of grass within a certain radius or not bothering with the calculations. Other than that small tweak I thought this submission was outstanding. Good job and keep up the great work.

P.S. I am no expert in this industry so those are just my thoughts and they may be wrong. Take it with a grain of salt. Thanks

Developer

Thank you mate, you can't even imagine how grateful we are that everyone actually took time to play it and leave some feedback! That was one thing especially we thought about a lot, the immersion and that is why we don't really have any UI at all, except the popups to help the player. We wanted people to be able to feel like they are in the game.

That is actually a really good suggestion, we did have some trouble with optimisation and the game being quite demanding on your computer, so that is something we need to take into consideration in the future! 

Submitted(+1)

Really awesome game jam submission! Definitely feels like a short movie. 10/10 on the story, very clever and great way to convey cutscenes with drawings. The drawings were incredibly well done! Definitely felt Metal Gear Solid vibes sneaking and stealthing around. The stopping-time mechanic is  a pretty great mechanic that compliments a stealth game, surprised it hasn't been done before as far as I know. The game was also surprisingly pretty creepy, the lean controls were very nice and added to the horror  feel of the game by peeking around corners. The controls were very smooth and responsive. The instructions were communicated clearly which I really appreciate. I wasn't sure where to go in the beginning but I wasn't lost for too long. I definitely knew my way around in the second introduction to the map though.

Really awesome game!




Submitted: T.I.M.E.

Developer

Thanks for your kind words! For the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

That is awesome to hear that you liked the story and the game combined, we really wanted to play with the concept of time in the game play and especially in the story. Yeah I especially liked making the stopping-time mechanic and thinking how that could be used in future games I/we make, since I like stealth games a lot! Have to say that games like Dishonored were a great inspiration! 

Hahah, the game ended up being a bit more creepy than we planned, but we liked it in the end to be honest :) 

Submitted(+1)

Love the atmosphere of this one!! I'm having a lot of fun playing it, it's intuitive, fun, and it has a brilliant mood. Will definitely continue playing this, and will return with more comments!! 
The only tiny thing that i found confusing so far, is that it's not all that easy to tell whether you're standing or crouching, but i guess it's one of those things you get more used to the more you play. Other than that, i'm enjoying this a lot! 

Developer(+1)

Thank Irene! 
I appreciate you giving your time to play our game and leaving feedback :) 

That is a good point, we live and we learn, so in the future we have to look into lerp or something to great a bit better transition from stand to crouch. It is always hard to spot these things, since you play your game over and over again and it just comes naturally already, that it is so good to hear others feedback and thoughts!

(+1)

Really great atmosphere! I also liked all the models a lot, especially the enemies. Really captured the classic feeling of hiding from a terrible creature. Nice job!

Developer (2 edits)

Thanks mate! Glad you liked it, the game ended up  being a bit more creepier than we originally planned, but we liked it in the end anyway, fit well with our story. The enemy models were taken from here: https://assetstore.unity.com/packages/3d/characters/creatures/fantasy-monster-wizard-demo-103037, so can't take the credit for them, but they fit our game perfectly!

Submitted(+1)

The visual (especially the hand drawn images) looks awesome!

Developer

Thanks mate, for the artwork we can't take any credit though, one of my teammates GF made them, look her up on IG for great artwork: @inksmudges! 

Submitted(+1)

You did an excellent job building the mansion map and the atmosphere. The story was quite compelling as well. Great job :)

Cheers!

Developer (1 edit)

Thanks, we used assets but wanted to create a nice level design, so that you see the whole map and get something new in other levels. The story is something we're most proud of, we created it as a team but then Sean from our team took it on the next level in the end by polishing it a bit and it gave a great cycle in our mind.


Mansion taken from here: https://assetstore.unity.com/packages/3d/environments/flooded-grounds-48529

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