Quite easy to understand the concept and to test things. Maybe not having to click retry each time would be a plus but that is actually the only drawback I see.
Really enjoyed playing and finishing it.
Really nice game.
I use a BÉPO keyboard and the key mapping is not on their physical keys but their code key. So in the menu, I have to tap on the key where the "K" letter is (and search for it). However, because we can use arrow keys, no issue in the game itself.
I like the assets and the music. I also like the puzzles. For the platforming part, quite too hard for me not being used to keyboard, but maybe if their is a controller support I would try remaining levels (because we can go there directly without redoing everything, thanks for that).
I liked the concept.
However, I could not complete the third level, I know what to do (I think) but the challenge is a little too hard to complete. Jumping and attacking was hard for me (I am a controller player nearly exclusively, very challenging to use KBM). I you simplify this (maybe by removing physical collision to keep only hitbox on hourglass so they can be on the floor perhaps? I let you the judge of how), I may continue (and finish?) the game.
I still enjoyed playing it, thanks!
Where is the crash I learnt? Need to be reimbursed for not having it! è_é
It took me a while to understand that we need to act to change room, having no door, I though I should just walk. Once I understood, I could get 4 keys. I think the first three enable to get them one after another but the fourth in the basement, I did not understand where I could use it.
Otherwise, simple cozy game.
If I should change two things, that would be the readability of the timing/energy going down and collisions. For this last one, I expect having only my feet to collide, and in general only the part that is touching the ground.
I actually enjoyed playing it, thanks.
Not sure to understand: I see what I just collected but what cost but not what I will collect for what cost.
Here a capture :

Here, what is the difference between lightning on the first row, the one below and the one on the right?
Thinking in progress, please be patient…
Ok, I got it after experimenting more. We should not consider each tile independently but as a cluster. Having so much distance between each column and not the same distance with the rows made me consider each tile as independent. Having a more homogeneous grid with little gap would have help me understand I think.
I read again the description:
This time machine runs on resources that can be collected from the tachyon grid. Click a resource to collect all of the touching/matching resources of that type in that row and column. (See screenshots for illustration)
I may have miss that information. The screenshots are not visible, you need to setup the theme for it:

Having the time and life mixed together is interesting. In combat, we have some feedback with blinking so that is good to know something happened. Collisions could be more readable, I did not really know when I would lose life. Having several weapons is nice and we see their power by the number of hits so that’s good.
We need to move from room to room to fight monsters, they don’t come to you. That is totally valid but in this case, we should know where we can go (except for the secret room of course). Some rooms does not have left and right walls, so I move there but when I touch the border of the screen I can’t go so I am frustrated. Having walls, I would go anywhere else and not loose time on it. I would either add walls everywhere or not have rooms and mostly let monster comes to you.
You have nice things as base, can continue like that.
The art is interesting and the ambiance cozy. Not a lot of content but puzzle/story games hard long to correctly setup so not surprised for a jam. Not a lot of chained actions and with simple brute force, we finish rapidly. That is maybe what I missed more than the quantity itself.
Was there a reason to have a 31st floor with nothing in between? It felt a little out of place when all others are <15.
I did not really understand how to play, even with the instruction. I want to get power but no power can be collected but at some point, it is possible but I don’t know why. I think the player needs more information on their action to really act. Changing text with big progress bars (or something very visual) for the resource would help understanding. Also, maybe a hover on resources to know the cost.
If I understood, the rest of the game would be on timed resource management that could be interesting, and the triple cost/resource adding some deep.
Ok, easy, just shot. BUT What is that red line? Why does it move? Stay here. Oh, I may start again… and again.
Could be quite addictive.
note: for the first lag, I think you used GPUParticles. To avoid the lag, either use CPUParticles on web version or execute the particles before running the game. Also learned during this jam in some GMTK discord.
Nice little game. After reading the comments, I only see the carpet town now. T_T
I think collisions could be improved a little, I am not sure where the box are so I ended up colliding with walls without really seeing the reason. I expect (other could have other opinions) to have collision only on the wheels and being able to cut on some grass.
Interesting simple game. Not sure when the pickaxe could be useful, the only time I used it, i did not find any treasure and the counter went down quite quickly. However, I saw the difference between the two other tools.
Not sure about the cumulative gains day after day, why not reset progress so we really need to do the quota the current day instead?
Took me a while to understand what to do. But once I understood, I continued until reaching the cow. I enjoyed playing it.
If you have only one thing to change, that would be readability of the main action. Damages did not show up so I did not understand that what I was doing was damaging the tiles. I believed for several minutes that only the red tile could be removed. If there was only a visual indication when a tile has damages (maybe several steps to show how much for the yellow tile but that another level), it would have ease the first minute engagement. If I did not see the previous comment, I would surely stopped the game.
However, really nice work for a first game.
On a bépo keyboard, I cannot play the game, the keys are not placed logically. For future game, prefer to use physical key position, not their code. Would be the same for AZERTY (french keyboard) and maybe others.
Did not rate the game because the error is classic and I should not punish for that, I mostly informing for the future.
Nice game, simple rules but well implemented.
For the first two levels, I waited for the bear to act because I had the statue effect when I stopped and understood it serves a reason. First level, ok maybe it won’t act. Second level, still nothing. I came back on the itch.io page to see if I did not miss something. It would be simpler to understand if the bear appeared only on the third level. So we really focus on the mechanics presented on the first two levels. Except for that, the introduction of mechanics are finely implemented.
I nice QoL would be to have camera a little less horizontal to see where are invisible walls when the light enlighten them. Instead, I just brute force by running on them and retried the level until I get it.
Enjoyed the ambiance, a little sad for the bug on level 8 cause I would have love to finish it.
Thanks for playing.
I know it is not balanced but being the first time I used upgrading system, I did not know what tools to use for balancing. Then, I thought that nobody would really make more than one or two runs so I left the game like that. But glad to see I was wrong. There are 10 levels, I think I should have just reduce to 6 or 7 max as a quick win.
Are and music/sound are not my best. For the sound, first time to add in a game. I learned during the jam so ended up only with a 30s loop for the run and 30s loop for the start scene.
1) Yes, that was voluntarily to not change the whole counting logic of the rest of the game 3h before the end of the game jam. Cannot live for real game but was acceptable for a game jam, mostly because it only profit the player.
2) Damn, I thought I fixed the bug. I made several runs to check if it still happen without encountering it but they may still happening in some cases. Thanks reporting it, I really need to change the logic on it.
PS: glad someone understood the trick. ;)
Like the idea, could make the game lasts. However, after 3 minutes, collisions were out of place. I was it when nearby enemies are more than a tile away, my bullet did not touch and I could not get the sand back. It is like every collisions were 1 tile shifted. It totally break the engagement, sorry.
Tried it and I like the concept. Noting the clue before throwing garlic on the right (let’s be honest, sometimes wrong) character is satisfying.
The clue sometimes disappear too early, having them always shown could help.
And after throwing 3 garlic, we just have to wait, accelerating the timer would make it more engaging.
Nice game.
I really liked the ambiance (sounds and visuals).
Then I tried to play with a BÉPO keyboard. The keybinding does not depend on the physical position so I took nearly five minutes finding how to go right (it was not even my [S] key). It was the equivalent of [O] in a QWERTY keyboard (I telling you so you can understand how were my hands for the rest of the review). Doing so, I saw that there was lots of keys that made the game go strange, I think there were debugging keys.
The settings for the music did not work, the music was still at the same level. I could change on the computer but having the settings, I think it is a bug.
When I got it working, I could enjoy it. Having platform movement making a boost is really a nice thing. However, it can be punishing, for instance at the start, I can jump between the platforms without any way to fix my mistake:

So maybe a change of the level to reward player instead of punishing them would be really satisfying (but quit complicated to do during a jam).
Then later, I could not advance, the two platforms disappear:

I think I should have gone faster before but don’t really know where/when so quite frustrating.
Overall, I enjoyed the game and ambiance, so thanks for it!
It looks like a rage or stressing game. To be honest, I really don’t like them so the enjoyment is not here and could not go through the whole play but still tried my best to have a valid review.
In the style of the game, I think it got it. The art, the room design and the sound are all coherent. I did not have issue to click on things, it is permissive enough. Maybe having an hover style on buttons would help for the computer part to differentiate what is clickable and what is not, it would have save me several seconds.
The actions become quite repetitive really quick. That is what I see in other games like this one so I did expect that. However, some actions could also have some variation (ex: different people calling).
note: I came back in the game to look at the window after relooking at the main picture. The exterior is a flat image but during the game, it did not shock me so good thing, considering it is a jam.
The zip does not contain the game but the godot project. I have godot installed so I could run it. Not sure others will do the same.
I did not understand how to play the game. I went to the different colored squares, pressed [E]. I have a sound telling me that I cannot do the action (I guess). I try changing tool to test each one of them. The reactor still went hot I could not do anything.