This game really needed a tutorial to be honest. Cool concept though!
Play Time Watcher
Time Watcher's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music/Sound | #169 | 1.673 | 2.000 |
| Theme/Limitation | #185 | 1.554 | 1.857 |
| Graphics/Animation | #188 | 1.554 | 1.857 |
| Overall | #191 | 1.506 | 1.800 |
| Technical Implementation | #191 | 1.434 | 1.714 |
| Fun/Design | #193 | 1.315 | 1.571 |
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
Completeness
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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