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There Was Time Now's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 3.903 | 3.903 |
Theme (How well the game fits the jams theme) | #2 | 4.406 | 4.406 |
Fun (Overall enjoyment) | #3 | 3.772 | 3.772 |
Balance (Speed of the game) | #4 | 3.545 | 3.545 |
Uniqueness (Originality of the game) | #6 | 3.891 | 3.891 |
Ranked from 101 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Fun little story. Balancing's a bit wack with how timewally it is, especially towards the end, but I'm glad the lose condition doesn't actually stick
fun to play, fun story, simple yet beautiful graphics, nicely done! on the down side, far too linear, also ends too fast, end too predictable, perhaps a future plot twist / gameplay change?
great game
Cute story-driven game, but I would have liked more pressure than "will this finish in time?". The decisions didn't quite feel meaningful to me: Do I want more of this? Probably yes. After the first few minutes of the game there was no money pressure either, so the only reason I might not have wanted more was that I didn't want to click that much. I mean, I would have loved more druids on production, but not enough to click another 750 times just to double production speed.
But that also meant that there was no real barrier to seeing the story, which is a kind of good.
Yeah, I think there's some balancing to work on post-jam, and I need to consider what you said about the decisions not being meaningful.
Good fun, cool theme and I'm a fan of the aesthetics
Any chance you'd be willing to share how some of the UI is designed?
Of course! The game was written in Vue 3 and I knew I wanted to use a component library for the menus, tabs, buttons, progress bars, etc.
I used Naive UI https://www.naiveui.com which has most of what I wanted. This takes away some of the mystique, probably, but I thought the circular progress bars were cool so I incorporated them 😂
I guess I approached the design as if it was a business application, but made the colours snazzy. Let me know if this answers your question or if you meant something completely different!
Absolutely loved it! Great work!
Wow thanks!
Perfect balance. Great job.
Thank you!
The use of the countdown timer was a really good choice, and something I should have found a way to add to my own game. It mostly doesn't matter after the first few minutes, but I don't think that's a bad thing. Artificial urgency can be just as good as real.
It's short, and I got stuck due to the UI being confusing at the very end. The last buttons to press don't look like they can be clicked. It's helpful to make all the buttons in the game have something in common to prevent that.
I like the writing! It's silly but enjoyable.
Time is very central to this, but it's mostly in the story. It would have been nice to see a little more time manipulation in the mechanics themselves.
Yeah, I changed the cursor to indicate that the whole device was a button but it didn't end up being clear enough.
Your last bit of feedback game me an idea for some future iterations...
This is good, but needs to either pause when story is presented to you or give way more time.
Absolutely agreed, oof!
Fun- Had a lot of fun with this game, really like the style and silly references. Though it seems fairly rushed from the start and put me off a little. I'd also like to see a production display.
Balancing- It was great at the start, but it got way too slow at the end. Buying workers didn't seem to speed it up beyond a certain point so I ended up having to wait quite a while to get the last stretch done.
Uniqueness- Fairly standard incremental. UI looks quite nice though.
Theme- Not sure how to really quantify this. There are hints of time travel and fixing time, but it's not really something you consciously think about.
oh interesting re: production display. and thanks for the rest of the thoughts!
This could use some numbers (how often do my workers fire the circle? how long will it take?) and some convenience features (if I hit the tier 2 buildy thing but don't have the materials, please queue up the tier 1 buildy thing).
That plus a little automation (auto sell? specify ideal number of workers and it'll hire them?) and it'd be _chef's kiss_ good.
Very much enjoyed this, thank you for making it.
Definitely enjoyed the circle progress bars. That's new to me.
I'm glad you enjoyed it! Good ideas, I want it to be smooth to play so those convenience features would be great.
This game pulled my attention more than the others for a couple reasons:
1. I saw the timer ticking down rather fast, so I put the other IGJ games on the backburner to work on this (even though I assumed there would be mechanics that would make that not a game-killer)
2. The underlying narrative caught my attention as well
Like others, I saw that my time was not paused so I just skipped right past the narrative. However, it was easy to get a general sense of what was going on just based on the names of upgrades and time eras and such. Only later on when time was slowed down, I would go back and read the actual story.
It was entertaining to get the sense of 6 super scientists working across the eras trying to save the world and I was curious to see what other technologies would pop up. Great job on choosing physics and biology as the first 2 techs. That set the tone for the wide variety of sciences that would be needed to complete the game.
The gameplay within the eras was unfortunately a bit rote. I did find myself using old incremental game skills of maximizing my distributions such as in Swarm Simulator so that helped.
This was a clean game with a satisfying ending!
Thanks for playing! Making gameplay innovative is something I really need to work on and I applaud the other games for succeeding in that where I didn't so much.
I'm glad you liked the narrative!
Fun: 2/5
I guess this game just wasn't my thing. I felt really rushed at the start so I felt like I didn't have time to read the messages.
Gameplay loop is basically the exact same thing for every tab, so once you've done the first tab you've seen the entire game. This is why I'm rating fun so lowly. Repetition and lack of unique upgrades or anything of that sort.
Balance: 3/5
The first two tabs seemed ok. I would have preferred for more time at the start to be able to read all the messages as they were coming in. Later on you get so much time speed reduction that having an extra few minutes wouldn't really change much except give breathing room.
The later tabs felt pretty slow. Also nitpicking here but the sell 5x/10x didn't work on buying workers, only selling. Had to use the enter trick to buy a lot of workers (Which did speed things up a bit)
Uniqueness: 2/5
Nothing too crazy. I would say the story is unique, not sure if that's theme or uniqueness. As for gameplay mechanics, there wasn't anything super cool going on. Reminded me of Adventure capitalist at the start actually haha.
Theme: 5/5
Very time-oriented.
Thank you for your honest review.
I really enjoyed your UX, forgot to mention that. Very clean look!
Fun: 5/5
The story was lots of fun, and made me laugh quite a lot. I forgot about the game overnight right as I was nearing the finale, so I failed, but the failure message was worth it.
Balance: 4/5
Building the level 4 items for each section was a bit long, and led to me walking away from the game while I waited, leading to my failure. But that was the only issue, well-balanced otherwise.
Uniqueness: 3/5
Gameplay was pretty standard, nothing too spectacular, but nothing wrong with that.
Theme: 5/5
The time-travel communications and passing of the final materials up through time was a perfect use of the theme. Great job!
Wow thank you so much! You're right about the gameplay, a lot of the other games in the jam have super unique mechanics.
Definitely one of my favourites. Very pleasant graphics, nice story, strongly fits the theme.
Some comments UX wise, it would be better to have researcher costs as separate column, tooltips were sometimes annoying to get away. Also, buy X for researches would be nice, since you want hundreds for the final item to notice any speedup.
I'm glad you enjoyed it :)
I totally agree about the tooltips, I originally had them on the research buttons too and they are so annoying and get in the way. Noted on your other point - I originally thought it wouldn't be necessary but I either have to balance it so you need far fewer, or allow bulk buy/sell!
This was a nice game! I like the story, and going further and further back in time. I was initially very rushed, and wished the cutscenes would pause the timer (or that manual pausing was implemented), but very quickly I got to the ~1000x slower speed limit, and it became a non-issue.
It was a bit slow at times, and nothing I could do sped anything up. It said buying the auto-buyers would potentially speed them up, but I literally would buy 100 with no perceptible difference. Made it really annoying in the last 2 sections, just needing to wait because I need so many items, and they are generated at a set speed.
thanks for the comment :) it definitely could use a looot of balancing, and I really wished I could have gotten pause (manual and during the narrative dialogues) working in time (sounds simple in theory but... sigh). I will definitely implement your suggestions for future iterations!
10/10, solid reference.
I'm glad someone enjoyed all the silly references, hehe