The game is fun, although it took me a few failed attempts to figure out what I was supposed to do. For example, in the audio-fixing minigame, I didn't know what to do. Aside from that, the quality of the illustrations is very good! And it runs very smoothly, with great transitions between minigames.
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Overtime Overdrive!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| References / Humor | #3 | 4.441 | 4.441 |
| Overall | #8 | 3.976 | 3.976 |
| Gameplay | #8 | 3.941 | 3.941 |
| Ambience | #10 | 4.118 | 4.118 |
| Theme | #10 | 4.147 | 4.147 |
| Innovation | #31 | 3.235 | 3.235 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Before voting ends I just want to congratulate you cause Im sure you won!
Cute WarioWare like. I feel like it could use one or two more minigames, but it works for what it is. Also, I ran into a weird bug where it wasn't starting the minigame and I was auto-losing. Only happened once so I'm not sure how that I made that happen. The artstyle is where it shines!
Really like the vibes on this one!
Captures the WarioWare essence perfectly, and I love the little cut ins when you have a streak of completed minigames, and the jingle for the minigame transition being inspired by All For One. Also really like the choice of just using the time as HP instead of the normal heart system (also kinda like the stress watching the timer tick down between minigames, even if its a little evil). The art is really good too!
One thing I noticed, and I know this comes from me not registering what I was reading - all the minigames also seem to work with WASD, except the sound booth - for some reason it will only accept the up and down from the arrow keys, not W and S, despite being able to select the sliders using A and D. I was really confused and thought the minigame was bugged until I reread the control scheme and tested again with the up and down arrow keys to see it working as expected. Small thing, but wanted to point it out.
Aside from that, all the minigames were pretty easy to intuit, which is always great (the drink delivery got me the first time as I walked head first into the pon-de-ring, thinking it was set dressing lol)!
Great work!
A very relaxing game.
It’s made up of many cute mini-games, with a great vibe, sounds, and interactions.
By the way, I might found a possible bug: if I finish a mini-game exactly when the timer reaches 0, it shows both “Right” and “Wrong” at the same time and then gets stuck with a full blue screen.
Fantastic work, the art is beautiful and cute, the sound effects fit perfectly, and the minigames are unique, but straightforward and fun. The only thing I struggled with was Tea Time, I think it was just too narrow a window.
I'd absolutely keep playing an expanded version, it's a lot of fun and very well made!
Very fun microgames!
The visuals are top notch. I really liked the little chibis that showed up the side to comment on your performance.
Nice selection of voice lines from the talents. They fit perfectly!
The transitions between microgames were also very well done!
Ohh and the music selection is very good too!
Overall, a very polished jam entry!
I struggled a bit with CC's tea time since didn't understand I needed to fill the cup exactly at the line. I tried above, I tried below (hey, unintentional ABOVE BELOW reference XD) and finally after 6 tries I got it right on the line. XD
Some improvement suggestions:
- Volume controls
- The credits screen is missing the hand pointer to let the player know what option is selected. I dunno why but I thought it was the bright yellow one and kept mashing the spacebar to return but nothing happened so I thought perhaps the game was broken. But no, it was just me being a confused user. XD
Great game, team!Really cute game. There were some bugs where mini-games would auto-fail but other than that, it was really fun. The voice line were a really nice touch too.
Very polished game! Wario Ware is kinda perfect for this theme, and the overarching context of the plot is also very fitting for the theme aswell. Since there isn't a speed up or level up mechanic, once you play all of the games once or twice, there is almost nothing stopping you from doing everything perfectly until you win, but it's just a nitpick. Good job on this game!!
So many cute and clever mini game Ideas. My favorite was the CC because that smile art was so dang cute. I locked in for my oshi to see that smile every time (Although her immerhate was cute as well). If I were to suggest anything it would just be some menu option to view played mini games (Unplayed as greyed out) so I can be certain I saw them all + replay them to see the failures easily.
I think the only thing I've wanted to point is after clearing the mini-game, the timer still clocks until the transition! So when I was at low seconds, I WAS TREMBLING FOR MY LIFE LOL! But in the end I got promoted on my second run at this same scenario! I LOVED the minigames (only Cecilia's minigame I still need to figure out, I can do it!). Great job!👏🏼
LOOL Thank you for playing! Our first idea with the clock was to have it tick down only during the games, but with how little time you actually spend in each microgame, it didn't really feel urgent/impactful enough. It felt a little evil to have it always ticking at first but I think we ended up liking it that way 😊
This game was awesome! It was so cute and so polished. You guys got the wario ware aesthetic down with the way the autdio and gameplay transitions! You need to show me how you did it haha. It was something I was struggling with when working on my game. Great job!!!
Thank you for playing our game fellow microgame enthusiast! We were struggling a lot on the transitions too haha. Since your game was also in Godot, I can share some insider secrets. Without getting tooo deep into it, the transition scene is housed within a subviewport with its own camera that focuses and zooms into the position of cells in a gridcontainer using tweens, which is layered over the actual microgame screen. The camera needed to be in a viewport since I wasn't sure if my team members would use a camera in the microgames and didn't want my camera to interfere/conflict with theirs. From there its just a LOT of meticulous tinkering to get the speed/length just right for the pacing. Camera movement and zoom, the fading of the transition scene, even the audio tracks, all tweened. We had to account for a lot of scenarios like when the timer ran out of time mid-tween or just as you transitioned out of a microgame. It became a bit of a nightmare to debug later on since fixing one thing often revealed another problem, but the extra effort was definitely worth it in the end.
Amazing take on wario ware, love the mini games, all of them are very fun! A lot of funny references, absolutely love the little portraits that pop up and the soundbites, felt really encouraging even when failing the mini game. My favorite is probably the cc one, love failing that one to hear her rant with the little art of her spitting it out haha. And the drinks one lmao jumping over a pon de ring, felt like if I touched it I would get distracted and eat it instead of doing my job. And the calli one with her also ranting a bit after a fail lmao. Basically like all of them.
Love the game design, very simple and effective! Gets the point across instantly. The presentation is top notch, all the art and the sound effects, and the music really fit and made the mini games very crunchy and satisfying. I also like the sneaky self insert with the website logo on the password one. Absolutely adorable!
These games seem wildly uneven with regards to difficulty and clarity. The tea one in particular seems too picky compared to the other games, and the I could not tell at all what the thing to jump over when delivering drinks was. Also, was is trilby matched with cactus?
Thank you for the feedback! I'll be frank, even if it may not be the most satisfying answer: Our microgames are very easy. In lieu of speed-up mechanics (couldn't implement it in time) or lives (wanted to make the timer the main lose-condition) like in the Warioware games, we decided to make 1-2 of the games easier to mess up in order to "cheese" some time away from the player. This is so that, around Day 20, the timer is low enough to start having that "down-to-the-wire" feeling you get while working as a deadline looms. Obviously it doesn't really feel great to be cheesed like that, which is why we tried to make failing a little fun (CC ranting in the tea game or Nerissa breaking the glass in the recording room in the audio game for instance).
To address your other point, Overtime Overdrive's theme is a bit more general (not specifically tied to a single talent/generation), so it's only natural that some players may not understand the context or reference in every game. After all, not everyone has the time or willingness to keep up with every talent right? Here are the things you missed:
- The obstacle in the Deliver Drinks! game is a giant pon-de-ring donut, FuwaMoco's favorite snack. It's slightly embedded into the ground, otherwise it would be too tall to jump over.
- In Calli's dressup game, the 'trilby' is actually a cowboy hat, referring to her Sheriff/Western outfit. It's slightly angled so perhaps that made it not immediately apparent. I matched it with a cactus since I thought it was the next best thing to get the western theme across that isn't a pistol (didn't want to draw a weapon), a sheriff star (sometimes associated with law enforcement and not cowboys), or anything related to horses (would be the best option but for reasons I won't go into, chose not to use).
A very fun WarioWare type game. The art and the overall polish is well done. I do think the month long period for this was a tad too long given only 8 mini games. If you are working on this more, you could add the hurry up mechanic in WarioWare where after completing a set, everything speeds up and you have to complete another set. Great job!
Thank you for the feedback! I was also worried about the small pool of games not being enough, which is why we put things like the talents popping up every now and then after clearing a microgame to (hopefully) break up some of the monotony. We also had more variations of existing microgames planned (like Gigi in the Adjust Audio! game) but couldn't get those out in time.
A speed-up mechanic could be fun to lean more into in the future. Similar to the game variations, we also had plans for this, but with all the work in the background we did to ensure everything happened with the right timing and order, we were worried that accelerating the game speed could reveal some jank/break things! It's not impossible though. I'm sure we can get a system like that set up after the jam period if we decide to work on it more 😉
It is a fun modular mini game collection that mimicks warioware inc. Not necessarily a bad thing. I like it.
It matches the theme very well with the deadline thing as your life to prevent getting fired by YAGOO is tied to: how fast you finish a task.
Good work.
This game blew me away. Its to well polished. Especially the Music makes this game feel very dynamic and the sound effects fit so well. All the Mini games are well designed and responsive







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