Chasing imagines
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# Announcement: TimeWasteful & Upcoming Project
Hello everyone!
First of all, thank you so much for playing **TimeWasteful** and sharing your valuable feedback and suggestions.
Originally, my plan was to add your suggestions directly to **TimeWasteful**. However, after considering the direction I want to take, I've decided to experiment with new mechanics, a different core gameplay loop, and a fresh art style in a separate project.
Because of these changes, the upcoming project (currently called **"TimeWasteful2"**, but the name may change) will offer gameplay inspired by TimeWasteful, but ultimately different in feel and experience.
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**Why am I making this change?**
I want **TimeWasteful** to remain as a jam memory, preserving its original theme and spirit. If I were to implement all the suggested features and major changes in this version, it would lose the essence that made it special for the jam.
Instead, I've started work on a new project (**TimeWasteful2**), which will be built on the core ideas of TimeWasteful but feature new mechanics, a different gameplay loop, and a new art style.
**All the suggestions and feedback you gave for TimeWasteful will be considered and used in the development of TimeWasteful2.**
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**In summary:**
- **TimeWasteful** will remain unchanged as a jam creation and a memory.
- Your suggestions will be considered for **TimeWasteful2** (final name TBD), which will offer a similar inspiration but a new gameplay experience.
Thank you again for your support and feedback! I’ll keep sharing updates as development continues.
Thank you for your suggestion!
I agree—starting with a bit more time or having different guns with different time costs per bullet could really help with balancing.
Right now, I’m working on my GMTK Game Jam 2025 game called SnailMerge, which I’m hoping to release on Google Play in 3–5 days.
After that, I’ll get back to working on TimeWasteful, and adding more weapon variety is definitely on my list!
Thanks again for your feedback!
Thank you so much again for your feedback!
I’ll definitely add the “hold to shoot” option soon—thanks for pointing it out.
I’m also planning to introduce some new bullet upgrades that you can buy with time, but they’ll only last for a short while and will be a bit costly. As tougher enemies start showing up, using these upgrades will become more important, so the risk factor should increase naturally.
One example I have in mind is a fire upgrade that lets your bullets pierce enemies and burn them for extra damage over a few seconds.
I’m also thinking of adding traps and red zones near the edges of the arena. If you stay in them too long, you’ll lose time much faster—so you’ll have to balance survival and positioning.
If you have any cool ideas for bullet upgrades or new enemy types, I’d love to hear them!
Thank you so much for your feedback and for reviewing the game live!
I actually watched your stream afterwards—sorry again about the spelling mistakes in the UI. I don’t speak English very well and, in a rush, I used a translation tool without double-checking everything.
I’ll make sure to correct these mistakes in future updates.
Is there any feature or mechanic you’d like to see in the game? Also, is there a weapon or ability you think would be really cool to have in the game? If you have any ideas, I’d love to hear them!
Thanks again for taking the time to play and share your thoughts!
Thank you very much for your feedback and for playing!
I'm glad you liked the "time as a resource" idea and how it affects your shooting decisions.
Regarding the enemies' speed and movement: I made the flies slower because they always follow the player, while the spiders move randomly, so I made them a bit faster to keep things challenging.
I'm planning to add a visual indicator to show the path spiders are planning to take, so it will be easier to predict and avoid them.
Also, I want to add a dash ability for the player to improve mobility and help dodge monsters more effectively.
I'll start working on these improvements when I have some free time.
If you have any other suggestions or ideas for the game, I’d love to hear them!
Thank you so much for your kind words about the art and for taking the time to give feedback!
I’m glad you enjoyed the visuals and the ammo/health-time mechanic.
I completely agree with your point about progression—I actually wanted to add more upgrades and features like faster movement, better guns, auto-fire, and explosives, but I ran out of time during the jam. I’m planning to work on those improvements soon!
Thanks again for your suggestions; they really help me see what players want more of.
If you have any more ideas or things you’d like to see, I’d love to hear them!
Thank you so much for your feedback on my game!
I'm really glad to hear that you enjoyed it.
Actually, I was planning to add a risk mechanic with a shop system, where you could spend "minutes" like currency to buy upgrades and special powers, but I ran out of time during the game jam. I will definitely work on improvements when I have more time. Thanks again for your suggestions—I will for sure add the hand grenade and piercing shot features you mentioned!
If there’s any other feature you’d like to see in the game, I’d love to hear your ideas.
Thank you for playing and providing feedback.
I’ll consider your suggestions.
I interpreted the theme as follows: taking a high risk for something of high value.
Can any greater gain be imagined than an increase in lifespan?
And I adapted it to the game mechanics like this:
risking the rest of one's life to live a few seconds longer.
This is a magnificent game! Congratulations, I also really liked the art style.
I also had a game idea consisting of simple drawings on checkered notebook paper. But I had my doubts that it wouldn't look good, so I hadn't tried it.
I will definitely try it now. You have given me a lot of inspiration. Thank you all very much.











