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A jam submission

Time WatcherView game page

A simple dodging game where you use the power of... time?
Submitted by Just Coding | JumperBot_ — 3 hours, 12 minutes before the deadline
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Play Time Watcher

Time Watcher's itch.io page

Results

CriteriaRankScore*Raw Score
Music/Sound#1691.6732.000
Theme/Limitation#1851.5541.857
Graphics/Animation#1881.5541.857
Overall#1911.5061.800
Technical Implementation#1911.4341.714
Fun/Design#1931.3151.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game implement the focus, Multi-Use?
The main asset (the watch) is used multiple times in-game, aside from that the watch has multiple usages, tell and travel through time, act as menu buttons, and tell you your score.

Team Size

Solo (1)

Completeness

Demo / Vertical Slice

What tools did your team use to construct the game?
Neovim (code editor), Flutter & Dart CLI (Overall dev), SFXR (Sound effects)

Which art and audio did you / your team NOT create?
The SFX are "generated", meaning created out of a press of a button not by me frequency-by-frequency by hand.

Which art & audio did you / your team create BEFORE the jam started?
Nothing, I had no idea how to use Flutter to design the UI before the jam even started or even until halfway through the jam.

Which diversifiers did you use, if any?
Infinity (technically, that is),
Shapely,
Symmetry (except for the text, that feels impossible),

Other:
Learn a language & framework AFTER and DURING the jam

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Comments

Submitted (1 edit) (+1)

This game really needed a tutorial to be honest. Cool concept though!

Submitted(+1)

Really cool game especially using flutter. I have some experience using flutter some years ago and it is definitely not easy. So amazing job!

The movement is a little slow though so you might want to adjust that.

Developer

Thanks!

The movement is supposed to be slow depending on the screen dimensions, maybe I did set the movement factor a bit too low on this one, I’ll try to remember that for my next jam.

Developer

To those that are interested, here’s the game’s devlog!:

Submitted

Oh, I'm dying in a split second! What should I do? Maybe I'm doing something wrong?

Developer(+1)

Nope, You are not doing anything wrong, just let the lag settle down by playing again and again.

Also, move immediately if you want to avoid “dying”!

Submitted(+1)

Very cool concept. I didn't really realize that there were two different red symbols at first, but once I did, I think I kind of understood what the different symbols were for. I understand that you were learning a new language and framework, so with that being said I really think its a good start to what could be a really cool game! :)

Submitted

For me it moves so fast that I have no time to react, most of the times I die in a fraction of a second. I am guessing the delta time is not considered for moving the boxes, so at higher refresh rates it goes really fast (I am using a refresh rate of 144Hz)

Developer

The game redraws/refreshes every 16ms and how far the movement goes depends on the screen size.

Let’s say that you have a screen with x as width and y as height.

If x > y then the universal space to base everything from would be (x / 4) and vice versa.

That’s not considering that I have to only get a certain percentage depending on what I want to do.

Submitted(+1)

Cool game concept. I had a lot of trouble moving and using the time function but this game has massive potential. Nice job

Submitted(+1)

Yoooo, This Is A Really Cool Game, I Enjoyed Playing It :D

Submitted

It's quite hard to dodge anything with that web lag. Also it's a bit unclear what the different symbols do. And the Time Travel was a bit confusing too with teleporting me around. For 3 days and for learning a new language and framework its a good start, but needs some tweeking... a little more Info on the game page for controls, goal of the game, etc. would be nice.

Developer

Yup, it is laggy even though I had the code optimized during the 1 hour compilation.

The symbols are both clear and unclear to certain degrees depending on how you see them.

The Time Travel function is suppose to teleport you somewhere at random if you haven’t moved at all since the start of the game, making it look like you did “decide” on moving somewhere 10 seconds into the future.

Yeah, it is a game-concept that needs more info!

Submitted

I'm not sure if I was doing something wrong, but I couldn't move very much with the keyboard. There was one time though, by the luck of the wind, I moved fast. Is there something I'm missing? If you could include some guidance on your game's page, I would like to try it again to experience more.

Developer

It’s either:

  1. I made it so that everything is responsively scaled (screen width and height based), including the movement of everything (the player is supposed to move about 1.5-2x slower than everything else to add to the heat of frustration and intensity).

  2. The lag brought by having to play this in a web-server which is embedded onto Itch’s web embed with a lot of things like assets, comments and other things loading in the background and being shown into the UI.

On your case that’s number 2, I encountered the same thing while playing the other web-embedded games submitted to this jam as well, I usually just have to play a couple of times and the storm would settle down.