Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Just In Time...View game page

Reach the door in time, but avoid the detours. Theres places where you can borrow some time if you want.
Submitted by Asterisk — 1 day, 23 hours before the deadline
Add to collection

Play amazing game

Just In Time...'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#10123.7673.767
Audio#15573.4173.417
Artwork#29853.4333.433
Creativity#57053.0173.017
Narrative#76741.9001.900

Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The cube has a timer on its life that counts down to zero, but theres ways to add more time to its life

(Optional) Please credit all assets you've used
Death sound - Robtop Games
Background Monochrome Version (Modified by me) - Hakan Kaçar from Vecteezy
Squash and Stretch script - Raycastly

(Optional) What would you like to be called if GMTK features your game?
Asterisk

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 48 to 29 of 48 · Next page · Last page
Submitted(+1)

The game is hard but the music is such a banger it makes you want to finish it. The only thing I got frustrated with is that the character is heavy to move, and I think making it lighter won't need to change the level design too much, it will just be more rewarding for the player. Love the visuals too, the lighting is beautiful. Anyways, the game is fun to play and addicting, good job!

Developer

Thanks!

Submitted(+1)

We looked up precision platformer in the dictionary and found this game. Wow, its hard. Like it should be. Would love to see a full release of this but we think it would benefit from some story and unique art. Which is hard to do in 4 days we know lol. Great work :)

Developer

Thanks! Im not that good at art so I had to make shapes look as beautiful as possible lol. I'm definitely working on this postjam and maybe balancing the difficulty and stretch it out between 50 levels than 12. Glad you liked it!

Submitted (1 edit) (+1)

Fun game! Very frustrating though, I felt like there should be more feedback on the wall slide, as well as having your jump height stop when you let go of the space bar to be able to make more precise jumps. Besides that, the game's style is very polished! Good jam entry overall! 

Developer

Thanks! I replaced the wall jump with a wall climb, so it might be a little confusing to see. Glad you liked it!

Submitted(+1)

It felt like a really solid precision platformer, it was a lot of fun working through it. I think level 10 was a little out of place at the end, 9 11 and 12 all took like 50 attempts but 10 took like 2. Also it didn't really feel like any of the bonus time things were all that useful, just making the level harder for pretty much no gain

Developer

Thanks for the feedback! The bonus times were just an optional path that you could take, it's not always the right path. (I made the bottom path in level 10 a bit too easy lol) Glad you liked it!

Submitted(+1)

No experience with platformers, so 50 attempts for the 3rd level before I ragequit. Great game tho.

Developer

Atleast you tried. Glad you liked it!

Submitted (1 edit) (+1)

Hi, as promised here's my review: The game gives me super meat boy / N++ vibes, the controls I feel like they're a bit floaty but you can be precise if you are good (disclaimer here: I might be biased on the difficulty/control part because I play a lot of Celeste modded... platformers don't get much harder than that). The difficulty I think was fine up to level 11 (which isn't too hard in it of itself but I feel like between level 10 and 11 there was a bit of a jump).

I like the style of the game and how it overall feels responsive, here are some suggestions and feedback:

  • I would add an animation for the wall climb (otherwise it feels like the player just slides up the wall).
  • (This is my main suggestion) I would not start the countdown until the character starts moving, this way you give the player some time to carefully analyse the level without it having to cost a death.

Anyway this is what comes to mind, overall pretty fun and enjoyable game for me, Good job :)

Developer(+1)

TSYM for the feedback! I was about to implement the no countdown until move thing, but i didnt have time the last day to work on the game. Glad you liked it! (btw the wall climb animation was also scrapped due to time issues)

Submitted(+1)

It was quite difficult but very enjoyable. Loved the looks of the game, the lighting is really cool!

Great submission!

Developer

Thanks! would love to hear about what to improve in the game later on.

Submitted(+1)

Great work! Really well balanced, and very difficult but very satisfying when you make it! I got as far as level 9 before I gave up :)

Developer

Thanks! Glad you liked it!

Submitted(+1)

I like this game. For some reason the hardest level in the whole game for me is level 9 which took me like 33 attempts.

Developer(+1)

There are usually multiple ways of finishing a level, but level 9's bottom path was not really possible (tricked a lot of people). TSYM! Glad you liked it.

Submitted(+1)

As a certified 2D platformer enjoyer this game was so much fun. The levels were tight but fair although very difficult ,as you explained. I would suggest adding an explanation for the red zones, it took me a while to realize time moved faster in them (although maybe I missed it)

Developer

I tried to use as little text to make players understand the features as possible. thats why the timer becomes red when you enter the zone. Thanks for the feedback! Glad you liked it.

Submitted(+1)

This game was so much fun!!! I love 2D platformers! You really nailed the overall aesthetic and the music. As for the platforming, the mechanics were really good and you could really start going fast once you learned. There were also some levels with multiple ways to beat them and I really appreciated that. I enjoyed getting a fast time on the levels as well. One minor improvement is adding controller support. Maybe its just me, but I don’t enjoy playing platformers on a keyboard as much. I feel like a controller would be a lot more comfortable. But this is just a game jam, so thats fine. Great work!

Developer(+1)

Glad you liked it so much!! I actually thought about adding controller support, cuz I had a controller, but most people would play on keyboard anyways so I scrapped it

Submitted(+1)

Very fun platformer, that seems to follow in the tradition of some other 'rage' games.
I love the visuals and the lighting. It's very slippery for such a precise game, but I assume that's what you're going for.
I got up to level 10, before stopping.
Overall very good!

Developer

Thanks! I tried my best to make it precise but the squash and stretch of the character really complemented the slipperyness. The slipperyness is also to make the character a bit more fluid.

Submitted(+1)

Interestingly this is the first platformer race I've seen so far. I appreciate the coyote time and input buffering. Very nice. 

A few notes on what could be improved: 

- The timer doesn't kill you as soon as it hits zero. The rest of the second has to elapse before you die.
- It'd be nice if the timer didn't start until my first input

Developer

I'm also surprised by how little platformer with timers got made lol. Thanks for the feedback! As for the potential improvements:

- the timer initially had a millisecond part (but I scrapped it because it looked jittery) but I'm planning on adding it back somehow

- That was also my plan but I didn't get around to implementing it lol

Submitted(+1)

I already had played through it like twice during the jam's submission period but i still had fun playing through it again for the rating period !

It's a pretty hard game i'd say, it has some finicky stuff you can do to make your life easier during platforming (tapping the opposite direction to stop your momentum, lining up walls jumps right since even tapping jump makes you go pretty high)

Some of the little time bonus pickups felt pretty useless for the effort it takes to get them, most of the time, they don't give enough time to really be worth risking over just trying to go through the level as fast as possible 🤔

Since most of them are optional (and also pretty difficult to get!) the risk/reward of trying to get them ends up losing over just rushing for the exit, as they are now they'd fit more as collectibles rather than a gameplay mechanic ^v^

But that's just nitpicks, the movement is great, the style of the game looks really clean (even while being minimalist!) (i like the glowy lights✨) and overall it's a fun short-and-sweet difficult platformer ^v^

Reached and finished the 12th level after 10-15 minutes of tryharding ! Reached the exit as the countdown ticked down to 0:00 so i can confidently say that i was... Just in time. (i'm sorry this is a really bad pun 😭)

I liked it ! Awesome work 💜

Developer(+1)

Don't worry, that windscreen in each level only says "just in time" when you complete under 6 second for that exact pun T-T. The bonus time boosts are most of the time a fake in order for you to try out different ways of beating the same level. (Except in some levels like 12 it's necessary (the +30s pickup gives you a net +10s extra when you come back)) Thanks so much for the feedback! I'm planning on improving the movement scripts after the jam ends.

Submitted(+1)

Copying my comments from the game page. Great job on this Asterisk, I had a lot of fun! 

In terms of improvements, I would probably gradually scale up the difficulty, right now the jump between Levels 1-3 is pretty extreme. And since this is a game for experienced platformer players, I would recommend making the first few levels a little hard to help with that >:) 

I also noticed that holding space bar allows you to slide up walls, which was a cool feature but the physics of it felt a little finicky at times. Maybe clamping the speed when sliding would help make that more predictable.  

Other than that, I'm loving the game! 

Developer

The levels 1 and 2 were basically there to tell the inputs to whoever was too impatient to read the description lol. The climbing feature was also part of the point of existence for level 2 (to teach how to use climbing). The speed while climbing is actually clamped already haha.

Submitted(+1)

visuals are good. It's challenging I couldn't get past level 6. I love it!

Developer(+1)

TSYM!

Submitted(+1)

I liked the levels, it felt like a little puzzle to figure out what route to take. I would like the movement more if the character stopped moving up when you let go of the jump button (so that you can precisely control the jump height)

Developer

Precise jump was in mind but not in scope for the jam. Thanks for being the ONE person who understands why the routes are there T-T. Glad you liked it!

Submitted(+1)

Nice game! I like how wall climbing makes you launch yourself to gain momentum. Difficulty and aesthetic reminds me of celeste and geometry dash.  Its probably just me but the rotating background is a bit distracting. Maybe it could rotate slower. Overall, excellent work!

Developer(+1)

Thanks! I should probably make it a setting if i develop this game further. Thanks for the feedback! Glad you liked it

Submitted(+1)

Very fun, it was challenging but it didnt feel unfair which kept me going for just 1 more attempt every time until i beat it.

Developer

Thank you!! This game is meant to be played similar to geometry dash, to keep trying until success because its possible. (Hence theres no deathscreen, the death sound is similar to GD, the levels have difficulty colors) Would love to hear your thoughts on what to improve after the jam

Submitted(+1)

Challenging but fair which is such a hard balance in a jam, loved the little touches like the lighting, the way the player stretches and moves when moving and jumping, super cool.

Developer

Thanks! A lot of people think its kind of unforgiving in hitbox, even though I made the spike hitboxes 0.9x the size of the sprite lol. Would love to hear your thoughts on what to improve

Viewing comments 48 to 29 of 48 · Next page · Last page