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TimeRunners - Employee of the Month's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio - Did the entry make good use of audio? | #7 | 3.500 | 3.500 |
| Originality - How original was the entry. | #7 | 4.000 | 4.000 |
| Overall | #10 | 3.280 | 3.280 |
| Theme incorporation - How well did the entry fit the theme | #12 | 3.500 | 3.500 |
| Fun factor - How much fun was the entry to play. | #13 | 2.900 | 2.900 |
| User experience - How well was the user interaction implemented. | #15 | 2.500 | 2.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Shows real potential, really liked this one!
Godot version used
4.6.1
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Comments
My fingers felt so weak turning the wheels. I made veeeery small and percise movements to turn one of the wheels and when I glanced over to the other wheel it had wobbled off by 0.01 so it was a constant back and forth :D.
Overall nice idea, thanks for the skip button! I gave it another go.
thank you for playing, i actually made the fingers stronger once but that increased problems with the gripping of the joystick and another input-method (a lever, that did not make it into the final submission). however i plan on updating the hands and those inputs for more force.the wheel actually
the valves actually have 10° and 15° tolerance, the linear sliders 0.05 so i guess you just found the "sweet spot" where it always went barely out of the correct area :D hope it wasn't too frustrating
I can't play because I have to physically move and I'm in small room. Too dangerous for me and my equipment.
Hey, thank you for trying, i totally forgot about that possibility. I added some _really_ simple locomotion (pure vector math) to give you at least the possibility to try it, hope that helps. did that with win-version and html-version. i didn't test the locomotion-system for the whole game, hope it works for you. please let me know :)
Unfortunately couldn't get this to work on steamvr/windows (with chromium browser); the game rendered in VR but controllers didn't appear, nor could I interact with anything. I think I saw the physics hand just floating away in space, so something weird happened...
that is weird. i just tested it on my windows-pc with edge. Chrome seemed to struggle due to my VR-Emulator, maybe that is a problem for you? can you provide some more infos, maybe a screencapture?
i can also try to upload a windows-version if that is still by the rules?
I do see a bunch of these errors in the javascript console:
index.js:467 ERROR: Error calling from signal 'button_released' to callable: 'XRController3D(xr_controller_input.gd)::_on_button_released': Method expected 1 argument(s), but called with 2.
The windows build does seem to work properly for me though, thanks for uploading it.I think I got the mechanic, but I couldn't reliably recollect the time energy. It sure seemed like I was holding my hands in the correct position but I'd just spill more overlapping ghosts instead of recovering them. Tried the level with the two wheels a few times but couldn't complete it . I think it's a good mechanic with some tuning though; I can definitely see how you can build clever puzzles with hand path retracing. Good set dressing and voice acting too.
I just added a win-version but please try the webXR-version again and tell me the error. i would like to understand and fix it in the future :)
until then i hope one of the versions works and you have some fun with it
I really enjoyed the promise! The story conveyed through the voice acting was goofy and funny. I feel like the energy reclamation mechanic could use some more work, sometimes if I moved my hands a bunch in the same spot it's hard to know where I need to start to get back on track, perhaps if the color of the hand path holograms changed based on how old they are. I died at the part with the wheels that need to be turned 180°, they seemed to move on their own from their own gravity. although minimal, the visuals were interesting and you made good use of the shaders, good work!
Thank you very much. I actually thought about changing colors over time or over spawned elements. i had one version where those energy-echos slowly turned orange. but that wasn't the solution as it made everything more confusing. maybe some more distinct random colors would have helped.
The wheels (as well as all the other inputs) are completely physics-based so yes, gravity pulls slightly on them. the have a definable resistance. the was a small problem with higher distance where the wheels started jumping around, so i went with the lower resistance.
Really cool concept! Very hard, though. I couldn't manage to reclaim my time energy - like, I attempted to do my motions in reverse, but it always just ticked the counters down. I was able to finish a couple puzzles, though. On the one that killed me, I really think I adjusted all the controls correctly, but perhaps I didn't understand because it wouldn't count it as correct. Anyway, I loved the time chamber, writing and voice acting too :-)
Thank you very much. Yes, i was not sure how hard or easy i should do it. It also get's harder the more "energy-echos" are there, i tweaked the visualisation a lot during development. thats also why i implemented the extra tutorial-part where all those echos get deleted. One problem you might have faced: To differentiate between creating new energy-echos and gathering alt ones i have to check not for the n-th echo but the n-1-th echo. so not the last visualized one but the one before that. i realise now i show have just made the n-th invisible. i will update that after voting finished (addionally to you suggestion regarding the local-floor in the other comment :)
additionally, the last puzzle is probably hard since you have to rotate one dial in one direction and the other in the other direction. The description is written in a weird and non-direct way. lets just assume that was intentional :D i linked a video (with the old voice-acting) where you can see the correct solution :)
Looks cool, can't centre myself or get in the game play box to actually play it.
i had that problem too once during development but for me it was fixed by putting my quest 3 to sleep and wake it up again. Apparently it had some tracking problems that time. Please try that and tell me if it worked :)
One random suggestion for WebXR: using the "local-floor" reference space rather than the "bounded-floor" reference space, means the game will start centered on the user, and you can hold the Meta button to recenter. It's basically like the difference between "Stage" and "Local Floor" in OpenXR. If you're using XR Tools, you'll need to hack the addon to make this change
Thank you for that tipp. I will change that after voting is finished. After it worked for me i haven't even thought about that as a possible problem :D