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Time Heist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #569 | 3.827 | 3.827 |
| Creativity | #599 | 3.935 | 3.935 |
| Presentation | #647 | 4.024 | 4.024 |
| Enjoyment | #868 | 3.520 | 3.520 |
Ranked from 123 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?
When entering a time paradox, your role is reversed and you become your own enemy.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Very good job! I am not clever enough to be a time criminal in real life.
Very clever use of your past self in the puzzles! Really enjoyed this one
Nice take on a puzzle game. Seems inspired by Hotline Miami. GG!
Amazing idea and awesome creative Level Designs.
getting Damnn!!! harder and harder to escape
Great job fella!!
Amazing puzzle game! I like the idea of the time paradox (so far, I haven't seen any other team using the same theme).
Good job on your submission!
Great game, really cool concept, gameplay and artstyle. Wish it felt more in line with the theme but thats alright. My compliments to the chef.
I can’t anything that hasn’t already been said.
Awesome game overall.
Awesome level design!
interesting level design, really great work in 48h
I was able to simply walk through the wall without solving the puzzles.
You must have missed this on our game page :)
if you're one of the people affected by this I'd recommend doing the puzzles as below- it's not going to stop you from playing the game as i intended :)
The game is very fun and it is from a genre that I like; about solving puzzles and thinking. Good graphics and the sound doesn't bother, so good. Good job!
Great concept, I really enjoyed the level design of each puzzle
The game was very interesting.
The puzzles explore the possibilities of the rules in an interesting way. Some puzzles do a grate job of show you the interesting implications of the game's rules. That is what I like about this game.
Thoughts on puzzles: The introductions of rules was done well.
Levels 3,4 and 5 make an interesting puzzles from the rule that you can't be seen by your previous self, and also with the decision of who(you or the clone) should step on which activation plate.
For Level 6,with the maze and two hourglasses, I couldn't realize what was the puzzle. I just went to activate the plate and went past my clone and continued through the maze. Also I didn't understand why there was a second hourglass.
Level 7, the one with three hourglasses, was my favorite level, I really liked the idea. It explored the implication of having more hourglasses to use more than one clone to do something. I managed to beat this level using only 2 out of 3 hourglasses, I didn't understand why the third one was there.
The last level I managed to beat in three different ways: Clipping through the left block, not being detected by my clone when I should have been, and getting past my clone by making him look through the holes in the center of level.
Minor criticism: I
didn't like that levels were timed. I think timing like this doesn't really make the puzzles more interesting or fun.Two levels were way too cluttered, the maze level and 3 hourglass level, so their clarity suffered.
Some more thoughts: I don't know have you guys ever played Braid, the puzzle platformer about time rewind. This game feels a lot like World 5 of Braid where you get a clone of yourself repeating the actions that you have rewound, so in that world you go into the past while you clone goes into the future you have already been in.
The difference in this game is that you remaining in present time while creating the clone that goes towards that present time. There is also the interesting constraint that you can't be seen by your past selves, which I think is a cool constraint. All of these differences are very meaningful and create and completely fresh space of ideas for me.
Really enjoyed playing this game and it was definitely worth playing.
Hey thanks so much for taking the time and writing so much and such detailed feedback! This is exactly the kind of stuff we do these jams for. I'm the level designer + systems programmer for this.
I have played braid but I didn't get as far in it as the world you referenced - I'm going to have to pick it up again. I'm glad that you spotted our twist of resetting the entire level but staying in the present - it's not something I've seen before and I actually got the idea while watching Christopher Nolan's Tenet (an okay film with an interesting concept). We were very down to the wire here because we all had committments to get to 6 hours before the jam ended so we had to finish up early - I had so many more ideas I wanted to implement, as well as a few additional mechanics. Hopefully will get to an extended edition after the jam!
On the timer - it's a lazy way of ensuring the player doesn't just stand in a corner for ages and then solve puzzles solo, ensuring that the past-self is always a threat. But the more I play it, the more I realise that you can bake this into the designs of the puzzles to ensure this happens anyway. So yeah I think I'm with you on that, it belongs on the cutting room floor.
Thanks again for playing and leaving such great feedback, stay in touch!
Great Game, clever concept, killer delivery. A some puzzles bit too hard for my small brain. But really good, and I love a challenge.