Never seen a game like this, Just a bit too heavy
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Hands Of Time's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #17 | 4.067 | 4.067 |
Sound | #43 | 3.567 | 3.567 |
Fun | #45 | 3.700 | 3.700 |
Visuals | #49 | 3.867 | 3.867 |
WOWIE! (Overall) | #51 | 3.567 | 3.567 |
Topic | #184 | 2.667 | 2.667 |
Simplicity | #207 | 3.033 | 3.033 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very nice game with nice puzzles. I got stuck on this part though I had no clue what to do.
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
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...
Idea, graphics and sounds are well made.
some first levels can be swapped to fix difficulty level.
(Mac version is working fine for me)
"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! :)
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!
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.
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!
[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.
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.
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.
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.
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
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).
A very interesting idea for the game! I liked everything! But in the beginning I didn’t understand what to do with the cards.
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)
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?
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.
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.
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.
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.
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