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Fixed Minute's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio / Sound Design | #51 | 1.386 | 2.333 |
| Theme | #51 | 2.178 | 3.667 |
| Overall | #56 | 1.609 | 2.708 |
| Art Style / Visuals | #56 | 1.584 | 2.667 |
| Gameplay / Fun / Engagement | #57 | 1.287 | 2.167 |
Ranked from 6 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 takes place in one room, but in different years.
Devlog
No
Easter Egg Challenge
Yes
Easter Eggs
(Broken) Find and collect all stuffed animals for something to happen.
Game Engine
Unreal
Self-made & used stuff
Homemade Graphics/Art (e.g. models and/or textures)
Homemade Audio (e.g. music and/or sound effects)
Assets (e.g. free or purchased assets used in the game)
Have you joined a game jam before?
Yes
Roughly how much time did you spend developing? (in hours)
153
Are you entering the "Best 3D Model Design with UModeler X" optional prize?
No
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Comments
Really interesting take on the theme with a banger soundtrack, and some fun visuals, nice entry team!! The 3d models and environment in general had a fairly cohesive look and clear overall style that made the game feel distinct. The background music slaps, great song. Voice acting is always fun and was a cool extra touch in your game. A small improvement to the start menu could be to have the menu buttons change color when hovered over, so that it it clear they can be clicked. Interacting with the stuffed animal and getting the flashing lights effect was a really fun moment. Interactions in general need some work, having the cursor sprite change when hovering on an intractable object and some flavor text "Click E to interact" the first couple times the player interacts with something would help a lot. Picking up the bottle was a fun moment too, but kind of janky in the way it clipped through objects and was held so far away from the player.
It's super confusing on what to do, which at first I really enjoyed, as being thrown into this random apartment with no backstory made for a very intriguing start to the game. I was able to figure out time travel fairly quickly but after that I am just completely lost. There needs to be some sort of tutorial or introduction to get the player acquainted to the rules/goals of the game world, but you can still do so in a way that keeps the contextual mystery going. The visual effect for the time travel was super cool, and a nice bit of juice. The sfx are solid throughout the game too, and add a good bit of believablity to the world.
Unfortunately, I had some pretty intense performance issues (my laptop is nowhere near the best, but it is usually capable of playing 3d games) and low fps that made the playing experience very strained. Looking around had a constant strong stutter and the mouse cursor would jitter around making it tough to interact with things. Perhaps there are some potential optimizations that could be made. On a similar note, the intro cut scene was bugged for me, and replayed the same 2 seconds 5-6 times in a row in a very disorientating way before starting the game. That being said, I think you had an excellent take on the theme and the premise of time traveling around the same room has a lot of potential.
Overall, I enjoyed my time exploring the world you created and think the game has a lot of charm going for it. The music, voice acting, time travel mechanics, stuffed animal interaction, mysterious atmosphere are all positives that work really well in the game. Some optimization, quality of life changes, and player direction would take this one to the next level. Cool entry team, and keep up the good work!!
Thank you for your kind words, PBA Studios! I totally agree with the points you mentioned. The game definitely needs better onboarding so players aren’t left guessing what to do, and the interactions could be clearer with things like hover prompts or simple cues. The performance issues you ran into are also fair—we’ve noticed them too. At the main menu, we automatically set the graphical settings to low and use GLTF for 3D static assets.
The title and screen shots are interesting but I did not get much game play.
Thanks for the comment Dennis. Fixed Minute was designed as a puzzle game in which players travel through different periods of time and solve puzzles to progress. I should’ve eased the player into understanding the mechanics, which is a design flaw on my part. 😅
Interesting game
Cool! I would like to try it, but I doesn't work for me :/
Hello, so i was playing your game and I am genuinely confused on what to do in the first level please help T_T
Spoiler
When you first start the game, look around near the bed, where you’ll find a pocket watch that can change time. If you go into the future, you can see a note describing the problem where you hop into the past and pick up the alcohol bottles and put them into the trash can. You can then go into the present to see what changed.
Ohh alright thank you so much I'll give it a shot
Hey, so I watched the playthrough and I got to the part where the girlfriend knocks on the door but when I click E she doesn't talk like in the playthrough. She just stands there. I did go to the future and then she was knocking, in the video I don't know which time zone you went.
Hey, Pikachu, so when you interact with the door in the future, she should start talking to you. You decide how to respond to her using the number keys on your keyboard, and from her information, you can go back to the past and act on it.
Strangely, I don’t know why she isn’t talking, as I just tested it for myself, and it’s all working.
In a nutshell, you go back in the past to change the future.
Hmm I don't know why she just didn't talk to me. Guess she hates me LOL. I'll give it another go though to see if it was just that run
Hey there! I wanted to ask if there is any chance that you could export a Webbuild?
Hey Merulon, Unreal Engine has stopped browser support, so I will be unable to export it as one.
That is a shame