Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Hands Of TimeView game page

Submission for Wowie Game Jam
Submitted by Jirushi (@jirushi_i)
Add to collection

Play game

Hands Of Time's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#174.0674.067
Sound#433.5673.567
Fun#453.7003.700
Visuals#493.8673.867
WOWIE! (Overall)#513.5673.567
Topic#1842.6672.667
Simplicity#2073.0333.033

Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted

Never seen a game like this, Just a bit too heavy

Submitted

Very nice game with nice puzzles.  I got stuck on this part though I had no clue what to do.


Developer (3 edits) (+1)

Thanks a lot!

Massive spoiler, beware:
You have to get in between the balls and swap with the enemy that shoots upwards

It's the hardest and the last puzzle.

Submitted

Great job, I was close to rage quiting at 3rd level but I figured out what to do. Can you make a web build, I don't know how much does it fits theme.

Submitted

Great game, confusing implementation. Good job! If you have the time, here's my game: https://itch.io/jam/wowie-jam-2/rate/552681. enjoy

Submitted

Challenging and interesting!  Take peoples suggestions and improve this cool game.  Keep working on it.  Great job submitting a game to the jam! Pls check out mine if you have time :)

Submitted

This mechanic is so powerful! Visuals are nice. Maybe it's too difficult in some levels (level 2 is hard without a tutorial). Mechanic is definitely the strongest thing of this game! Well done...

Developer

Thanks so much!

Submitted (1 edit) (+1)

Idea, graphics and sounds are well made.
some first levels can be swapped to fix difficulty level.
(Mac version is working fine for me)

Developer

Thanks!
I can kind of guess the levels you are talking about, but would you mind briefly mentioning which levels are suddenly too hard and which are a step backwards, for clarity?

Submitted

Last screenshot has a level which is easier than previous one. 

Submitted

"You can surely fix time... in no time." I love puns! xD But I cannot rate your game because your Mac Version does not open for me. :( if you could fix that I will play it! :)

Developer(+1)

Sorry, we don't have macs in our team, so it would be hard to fix.
We kind of just dropped it in there, hoping it would work.

Submitted

Haha, no problem. :D It was worth a try

Submitted

Nice mechanics! Maybe a bit of tutorial at the start will be good because it's a bit confusing at first, but the game looks very well. Congratulations in your first game jam!

Developer (1 edit)

Thanks. We kinda rushed the level design for the first levels, sorry for that.
But thanks so much for the feedback. Helps me to understand how to improve my levels.

Submitted

The mechanic was really interesting but the game has little problem with explaining it's mechanics. I'm stuck on level where you're supposed to change position with turret or what and don't know what to do. Btw the music is really interesting and graphics is cool.

Developer (3 edits)

Thanks so much!

You are on the  level where the game introduces the first enemy type(level 3) or the second enemy type(level 5 I think)?

A lot of people have a hard time understanding the levels 3 and 4, and I can't say it's their fault. We didn't really explain that you can use cards to reflect projectiles by changing direction, nor that enemies can deal friendly damage and self-damage.
We even had to give a hint on the game's page. But that's not a good solution and makes me realize  that it is of the big flaws of the game.

Thanks so much for both the thought-provoking criticism and positive feedback!

Submitted

[Spoilers]

I finished the game today. I was stucked on level 5 for pretty long. The reason why I think i did is that you introduced two new things at once: new type of enemy and position swap cards.  It was clear that you needed to use new card on the new type of enemy. But the execution was not clear. You needed to time the swap perfectly so the enemy killed itself. You should introduce the new mechanics in preceding level where is absolutely clear what the new card do. 

Developer (5 edits)

Thanks for the explanation. At first we wanted to put a normal (1st type) enemy and make the player swap to go forward and accidentally kill the enemy, but we had an issue with swap and movement mixing up when using them on enemies.

So we decided to make one type of enemy only be affected by movement, and the other by swapping.
That made that introductory level quite harder though, and so we decided to swap it with level 6 (which is now level 5).

But now that you mention it, we could definitely have found a work around and still make a simple level that uses 2nd-type enemies. Thanks for the feedback!

Also, if you comment again, we have a little meta terminology for the enemy types. Sentry is the first one and Turret is the second.
But I guess the lead dev didn't really like the name sentry: he renamed every instance of "Sentry" I wrote in the code to "Enemy" lol.
So you can also call sentries "normal enemies" I guess.
Submitted

How do you beat the level with the turret? I read the hint on your page about using the card on the turret (wouldn't have figured it out otherwise), but neither of the two possible card distributions works. The mechanic could be interesting, but the slow down isn't explored at all (for so far I've played). Perhaps you could also explain the mechanics in the game itself.

Developer (3 edits)

You have to use the card on the projectile itself, not the enemy, so the projectile can bounce back towards the enemy.
If you were on level 3 (the level where the first type of enemy gets introduced), that's why you didn't see more of the slow down. The next levels heavily use the slow down/stop time - you can easily handle incoming bullets.

If I would change something in the level design, it would be to directly show the players that the enemies can kill themselves with their own bullets. Thanks a lot for thought-provoking feedback.

Submitted

Great game, a little confusing first as it is not too much explained what to do (especially the Spacebar) but it is a great experiment after that !

Nice submission 

Submitted(+1)

Very interesting idea! Although I got stuck on the 4th level. Visuals are very pretty and music fits perfectly. Overall really good submission!

Developer

Thanks so much!
Receiving feedback for the music really warms my heart.

Also, I understand, the 4th level introduces a new mechanic that's really not obvious, and it's a mistake on our part that we didn't make it more obvious (you have to stop time and put it back on, so while you wait on the same spot, the enemies accidentally shoots one another. Yeah, really not obvious/intuitive).

Submitted

A very interesting idea for the game! I liked everything! But in the beginning I didn’t understand what to do with the cards.

Submitted(+1)

Awesome concept really good game. Maybe a few clues as to what the player should do at the beginning would help.  I spent a few mins trying to flip the card over not realizing I needed to drop it on the player. Otherwise great Job!

Developer

Yeah, we really cut short on explaining the mechanics.

Thanks for the feedback!

Submitted

Nice game, there didn't seem to be a way to exit the game once I reached the end though. Though, maybe it is supposed to have a title bar to allow you to quit? (My window manager removes title bars, so hard to tell)

Submitted (1 edit)

i downloaded the game (im on a mac) but for some reason whenever i tried to open it, it crashed ("quit unexpectedly") at the menu screen, before i could really engage with anything. any idea why this might be happening?

Developer(+1)

Sorry, I don't own a Mac.
I just made a game build for Mac hoping there wasn't going to be any issues.

Submitted

Thanks for adding one! I appreciate it

Submitted(+1)

I didn't know Doctor Eggman used Duel Monsters cards to move around his lab!

It took quite some effort to get past stage 3 and I was ultimately defeated trying to beat stage 4. I really enjoyed the challenge. Imo a nice little puzzle game with an original take on the gameplay.

Developer

Yeah, sorry, new concepts aren't really explained.
Stage 3 is about using cards on projectiles and stage 4 is about using the "restarting time makes you stand still" mechanic to your advantage.

Thanks, and haha lol, fun fact, there was also a concept art that unintentionally looked like Doctor Aldonuts from Earthbound.

Submitted(+1)

O.o great game. I really had to think about the puzzles to find a solution. I love the challenge.
I haven't solved all of the puzzles yet but I have an idea for the next level: D

One of the best games I played in this Jam.

Developer

Thanks a lot!

Submitted(+1)

Definitely a cool little game! Really interesting concept!

Could definitely use some introduction to the cards so you understand how to play. Also on the last level, at first I switched places with the wrong turret, and then I got a blank card? The card was completely white...

Also maybe make a cool design for the turrets aswell.

Developer

Yeah, my teammate pointed out that issue to me.
The game considers "None" to be a card.
And so when I set the card to be dropped to "None", it doesn't give no card, it gives the card "None".

But it's kinda late to make a new build.

Viewing comments 28 to 9 of 28 · Next page · Last page