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Terminal Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #106 | 4.214 | 4.214 |
Presentation | #153 | 4.271 | 4.271 |
Overall | #209 | 3.886 | 3.886 |
Fun | #560 | 3.514 | 3.514 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game fits the theme by first making it all seem simple and accessible - "oh, I certainly won't make any mistakes if this is how it is", you say - but the longer you stay without any mistakes, the bigger the delay between your commands and the game's response... you can reset it by getting hit, but it will cost you one of your 9 possible moves.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Played and rated days ago, but forgot to leave a comment here (I fail).
Really well-made entry. Fantastic aesthetic that manages to give a great atmosphere to the title.
Very original premise and execution (but I think you know this already).
And on a side-note, the old lady is adorable.
Great job!
I loved the idea behind this game. Very clean visuals and the theme was very somber. This was lovely, thank you for making this.
Wow the game is definitely original! 5/5 for that! Though I must agree with AtymTima Games, if you are really gonna get your game out there to a wider public, then you must create a good balance for players to stay interested in your game and not get demotivated. Other than that, the game is awesome!
Certainly, I honestly don't find my game that enjoyable or fun to play, so I certainly get where you're coming from bahahahahahah
I think most people already commented on how original and cool the concept and the game itself are. So, I just want to add that although the game fits the theme and is executed great, if you ever consider expanding the game, make sure to not over punish the players. When the main concept is "as better your at the game, as bigger the punishment will be" can quickly to lead to the decreased motivation to play the game. You made quite a good balance to make sure it won't happen in your game, but still, be careful with that. Maybe, you can add some more rewards for actually playing without mistakes as much as you can. But overall, the concept is great, the execution is even better, and the colors used for visuals only add to the game. Nice one!
Certainly, thanks for the feedback.
It's only the way it is for this one because the objective is losing in the end - as mentioned elsewhere, if I reuse this mechanic it will probably be for something RPG-ish.
Absolutely beautiful presentation and a really neat mechanic! I liked having Q & E as diagonal inputs, even though it wasn't really explained anywhere and even to someone with a lot of video game literacy is a bit of a stretch to assume.
I have to agree with Ryan Vanden Boomen though, would be great to set this mechanic along to something more thematically fitting than a platformer but in the context of a game jam it fit perfectly and was plenty of fun.
Great submission, congratulations on submitting such a well polished game!
Even this isn't really a platformer, the game only supports a flat plane - it's more akin to a rhythm-based or time-based obstacle dodger.
Yeah, you actually start with QWE ASD ZXC as inputs; I thought the implied directions in the game would be enough (they certainly weren't), so I ended up missing any clear instructions in the game.
Really awesome game! For some reason, I get a neat rhythm game vibe from it. If anything, I wish that the ideas and mechanics were in service to doing more than basic "platformer stuff" (i.e. exploring an environment, doing daily tasks, etc.). Great job!
Wow, this was really impressive. Great job. I was surprised how much I enjoyed this. It's the type of game I would spend a few moments a day playing on my smart phone.
Nice entry, very unique and interesting, art is charming too! Good job!
wow, i am seriously impressed by this game!! the concept is really unique and smart, the presentation is incredible, especially when the 48 hour constraint is considered; overall this is a super cool submission!! i can totally see this expanding and becoming a fun mobile game or something. i do think that it's a little tough, especially since the worse you do the more difficult it becomes... but that's also the point. it fits the ideas the game is trying to communicate, so it works. but maybe a way to restart the level or something quickly would be nice? although now that i type that i realize then players won't have a reason to stick with it so nevermind lol. great job!!
I'll be frank with you, the game's supposed to end when you lose - I just added 5 or so super-tough areas to the end 20 minutes before submitting and then hoped that no one would be able to get through. BAHAHAHAHAHHA
I might make something out of a similar mechanic, but I was thinking more into RPG territory - with different equips with different actions for each move slot.
oh that would be awesome. i can totally see this working as a fun battle mechanic!
This game really looks amazing ! I managed to made it to the third checkpoint but no further haha :')
Thanks for the game I just loved it !
love the use of the lil clock and the artwork!
It's a really clever and well executed concept. I also loved the visuals a lot. Good job!
Really loved the concept and the lil old guy / concept of time nuance [theme was well on point, I felt and enriched beautifully by its visuals too] ...If I had a critique: there may have been better initial [forced] controller/ movement indication in the UI right before setting off, but honestly I picked it up very quickly, the visuals indicate pretty well that holding key down is the answer to whatever happens next [first time play, start screen] and it's sort of obvs it's gonna be A and D after one quick check over the usual "regularly used keys for moving in games" to get playing in the first level. However, brand new game players might not be familiar to these 'regular game controls/ keys' definitely making it a valuable addition to your initial on-boarding UX.
Loved the style [it was inspired], really enjoyed the game - My top one so far this jam :)
Yeah, I was far too hopeful with the discrete indications for the controls - ended up shoving a huge CONTROLS picture in the games page as that’s all I could do after the deadline.
It was unclear from your post whether you found them all, but you start with 9 possible moves laid out in a 3x3 grid on the keyboard - so QWE ASD ZXC for qwerty.
I can see a little bit more of a tutorial and this would be a fine puzzle platformer
There’s some very discrete tutorialization, but it’s certainly not enough bahahhahah
As it stands, the game can’t support platforms without a full rewrite - it was made to be completely flat to limit the game’s scope (all moves are actually done with animation curves).
fun! Deep. Original!
I love how you incorporated the theme into the game. It makes so much sense for someone who is elderly to lose motion in certain ways. This is super creative and the combination with the out of control theme fits so nicely and doesn't feel forced at all. Very very impressive.
Thanks! Had lots of fun with yours on stream as well, hope you remember any further feedback as I'm mostly dead at this point in time bahahahahah
Really unique gameplay idea, it's really fun and challenging to play, fits the theme well. Pretty clean presentation as well, loved it!
This is a nice game! The visuals are beautiful and the game design works well for theme.
I thought that the player slowing down as they lose lives was a nice touch, but I think I'd prefer this to happen in reverse. So initially I am slow and the game is harder, and as I lose lives and become more desperate I move faster. This is a minor point though, and I liked the game just fine as it is.
Great job!
It gets 'faster' and slower - the clock timer gets smaller as you take damage; the beat time slows down for the last 2 hits I think - it's more that at that point you've already lost due to not having the required moves to advance, so it's pretty much to reinforce the immersion/narrative.
I tried faster beat times during the development as well and you can't really tell the difference unless it gets unplayably faster - the base clock is 0.33s per beat or 180 bpm. Thanks for playing and thanks for the feedback!
Ahh ok! That's a cool approach , even if I misunderstood it at the time.
That was fun! It was a unique take on the idea, and I really liked your presentation :)
nice!