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(+1)

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...