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Windup's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2106 | 3.773 | 3.773 |
| Enjoyment | #5118 | 2.818 | 2.818 |
| Audio | #6274 | 2.409 | 2.409 |
| Artwork | #6631 | 2.591 | 2.591 |
| Narrative | #9078 | 1.636 | 1.636 |
Ranked from 22 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?
Every run is manually time-allocated, and you have to keep your total time used down.
(Optional) Please credit all assets you've used
Sprites made in Aseprite and SFX sourced from Bfxr with help from a friend.
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Comments
The mechanic is a genius idea. Is there only one level? I cant tell :D But it was fun. Thank you for making this.
Allocating your own timer is a really cool take on the theme. I like it!
amazing concept the gameplay mechanic is insane, freezing midair as a platform to reach an area is crazy, finished it and really enjoy it
in my opinion: "Crow the pitcher" is harder than "Out of time", I died so much times on it and on the last level I completed it on 3rd try

This one was pretty fun, I did have to restart the game at once point cause the key wouldn't respawn but other than that it was pretty good
Very nice and original concept ! Really loved the idea, but I didn't pass the second level x0, maybe it's a skill issues from me, because I thought it was very hard.
Thanks for the review and for playing! The platforming is admittedly a bit precise at times - for the 2nd level you don't need to get to the key in one go via walljumps.
Oooooh, so there's a wall jump xD woups, didn't find out, I thought I had to create platforms with my body to climb and take the key
This concept is amazing. I would welcome correct resolution scaling which you address in the description and some spawnpoint indicator. The combination works great and the levels are well designed. The last level may be easy to figure out but executing the plan took me about 15 minutes.
Thanks! Definitely need to figure out how to properly configure resolution in godot lol
I like the process of setting up stepping stones and then deciding when it's the right time to use all your energy and go for it.
In the level with the key, I got the key and then ran out of time and the key never reappeared, so I had to refresh the game, which reset all my progress. :(
Sorry you got caught by the level 7 bug... I found it out only after submissions had ended. Still, thanks for playing and for the feedback!
This was a really creative take on the theme! It was definitely just as frustrating as you probably intended when it turns out I didn't allocate enough time and so my character just stopped dead in the middle of the level. I will say, using z as the jump key and x as winding up did not feel great - muscle memory of either space or up being jump when arrow keys are involved meant I was constantly flubbing my jumps, which given the tight timing required for this game, was a bit of a problem for me. I liked the level names a lot, though!
Thank you for the kind remarks! Unfortunate that inputs were a bit wonky - Z and X default binds are second nature to me from games like Hollow Knight. If I do expand on this I'll add a way to customize keybinds.
I really liked the idea of winding up each run with only as much time as you think you’ll need. It made me second-guess every allocation, and watching the character freeze the moment time ran out was both funny and painful 😄 The minimalist clockwork style fits the mechanic really well too. Clever take on the theme!
Glad to hear you liked it. Thought to make the clockwork theme more pronounced but I was too crunched for time and artistic ability to really realize it. Good to hear that some aspects of that design still poked through!
Very cool mechanic!
Thanks!
It didn't work for me I'm afraid. I used the arrow keys and Z but nothing happened.
Unfortunate, sorry that it doesn't work for you. I only used Godot's base input system with one-note binds for everything so I probably missed something there. Did you refocus on the game window? For some reason the game doesn't always immediately take focus when you press play, so you have to click on it twice to get proper input.
I also had the problem unfortunately. Tried full screen and windowed but the screenshots are cool! Reminds me of one of the stages in Ori
You also have to hold X before you begin, to wind yourself up.
It's cute but the jump key being Y for me (not using qwerty) makes it really hard to play... Also can confirm, the screen on game is cut off.
Thanks for the feedback! I got super time crunched trying to just get this out the door that I neglected a lot of QoL that probably would've helped with stuff like that. Also, can you confirm how it's being cut off? I'm accessing it via Safari and seems to render normally with 320x320 resolution, so I'm wondering if it's a browser issue
Alright, going fullscreen helps a lot actually, but the embedded one looks like this!![]()
I didnt expect it to not be this resolution so I didnt check before. Also yeah, the time crunch is real! Everything takes longer than you think - congrats on finishing the project at all haha!
well-explored small mechanic and a pleasant minimalist style
Cool puzzle platformer. And very challenging too. The most tricky part for me was an inertial stop after time is over for a guy. Took some time to get used to it and plan its jumps properly. Also it was a bit confusing that progress ring is filling for a minimal amount with a constant speed, but decrease speed depends on time you wind up to it. Surely there should be a better UI solution for this.
Overall good entry. And extra points for a clockwork interpretation of a theme)
Agree with the progress ring issue. I knew I wanted the ring to decrease based on alloted time but ran out of time to implement other things, so I ended up repurposing the ring to also indicate minimum allocation.
The retro sound effects are so satisfying its almost like haptic feedback. It took me a few tries to understand the mechanic but once I got it I really saw the puzzle possibilities open up and you delivered! The puzzles were top notch, great mechanic executed very well, good use of the theme, well done overall :)
Thank you! SFX were sourced from https://www.bfxr.net/ with help from a friend.
This game's resolution seems to be broken, it's cut down to only a part of the game and I can't activate fullscreen either.
That's weird, try accessing via the embed link? https://html-classic.itch.zone/html/18549806/index.html?v=1785087279
The game is forced to render fullscreen there, though you might see some stuff out of bounds that's normally not supposed to be rendered. First time using Godot proper for a project, sorry for the tackiness
Alright thanks, that worked. I loved the concept of the main mechanic! Also, the art is really simple but it does all it needs. It's quite charming actually. Gotta say it did feel like it lacks a bit in audio though, music would have been nice.
Thank you for the compliments! I really would've liked music but even basic sound got pushed to the last minute. Will def try to manage time better to make room for stuff like that next time.
The mechanic is really unique. Sound design felt really satisfying
Thank you!
cool idea, but the movement is a bit wobbly in my opinion
thanks for playing and for the feedback! Do agree that its a bit slippery, which probably isnt good for a game that requires precise movement at times