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BitBox-Studio

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A member registered 13 days ago · View creator page →

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Thank you so much for such detailed feedback! When we first came up with the main idea and started developing it, I almost immediately realized that 60 Seconds would become one of our main references, because our concept fit a similar structure really well. So it was nice to see that you noticed it.

We originally wanted to make the winter phase much more developed, but within the jam we did not have enough time to properly plan and build that system, so we had to simplify it quite a lot in the final version.

Your point about highlighting the mushrooms and berries is also really good. We actually had a concept for how this could look. I wanted the first year to work as a proper tutorial, with hints, arrows, and other clear guidance for new players.

Looking back, I think that the first time each minigame appears, we should have paused the timer for a moment and shown a short hint or a simple animation explaining what to do. Especially because with the time pressure it is very easy to miss the text.

Thanks again for the feedback and for playing the game all the way to the end!


It’s a shame that you missed the final scene because of this. The collider issue on that level bothers me too. This was our first game where I worked with a tileset, and during development I realized that I should have handled the layers and colliders much more carefully.

Thank you so much for the feedback and the kind words! We really put a lot of effort into the game, so it means a lot to us that you enjoyed it.

I didn’t manage to finish the game, although I really tried. It would be nice to show the current level number somewhere, because right now it is hard to even say exactly where the problem happened. In my case, it was the level with four bouncing platforms.

I really liked the core idea of the game. It fits the jam theme well, and the time rewind mechanic works really nicely with the puzzles. The visual style is also pleasant and suits the game very well.

I also think there is a lot of potential for a small story here. While playing, I started imagining who this little bolt is, where it is trying to go, and why. I think the player could be gently pushed toward those kinds of thoughts with just a few intro slides and a couple of short lines of dialogue or text during the game. It does not need a big story. Even a little bit of context could give the game more personality and make the bolt’s journey more memorable.

I think this game is definitely worth developing a bit more after the jam. The foundation is already strong, and it would be a shame not to explore its potential further.

Good luck with the development!

P.S. After restarting the game, I noticed that completed levels are saved. Turns out I made it to level 11.

Thanks! We're glad you liked it!

Thanks a lot for the feedback! We're actually thinking about reworking the resource allocation system to make it more flexible, but with the limited time we had for the jam, this was the best we could implement.

I meant the slopes literally, not sarcastically.

I was having trouble with this specific spot on the second level. But I went back today, and the problem seems to be gone. I tried it around 20 times and couldn’t reproduce it. Maybe you changed something, or maybe I just got better at it.

Yesterday, when I tried to jump from the slope, the character would often just slide down instead. It felt like the character was frequently slightly in the air while going downhill, so there was no moment when I could actually push off and jump.

Stopping first just to make the jump work doesn’t really feel like a solution for this kind of game. And jumping from the flat part on the right didn’t even occur to me, because the game is about saving time, so naturally I was trying to cut the corner as much as possible.

Overall, I really liked the game. But those inclined planes... Something clearly needs to be done about them. It will be interesting to play the full version. I hope I’ll be able to complete the second level by then. The graphics are nice, and the character movement is too. Especially when you realize that you can’t just hold down the sprint button — you need to use it wisely, just like the jump. Good luck with the full version!