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A jam submission

T.I.C.K (Time is conserved, kid)View game page

Transfer time between bombs to blast your way in this short cave puzzle game!
Submitted by Fryvan96 — 1 hour, 36 minutes before the deadline
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T.I.C.K (Time is conserved, kid)'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#28493.3063.306
Audio#28943.1113.111
Creativity#30333.5833.583
Narrative#54362.2782.278
Artwork#57072.8062.806

Ranked from 36 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 bombs in this game have timers that you can edit to add or quit time

(Optional) What would you like to be called if GMTK features your game?
Fryvan96

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted(+1)

I LOVE A GOOD PUZZLE GAME AND THIS WAS SO WELL EXECUTED! great ambiance and satisfying to solve!!!

Developer

Hi there! Thanks for stopping by and giving the game a try! This version only represents about 20% of the learning path I originally planned (levels 4 and 9 are good examples of the rushed level design :P). Knowing that, the fact that people still understood the progression and enjoyed the experience despite its unfinished state really means a lot to me :)

Submitted(+1)

winner game

Developer

I get it, you're trying to boost your karma haha :P. Im really proud of what I made and I think it will perform better than my 2024 submission. Thanks for playing and voting responsibly ;)

Submitted

Lol but honestly its a really good game

Submitted(+1)

I love the puzzle concept thou and also nice sfx!!

Developer

Thanks for playing! I tried to make the audio as unobtrusive as possible because its a puzzle game and to match the narrarive of being in a cave. Glad you enjoyed it :)

Submitted(+1)

The idea has great potential for some interesting puzzles! Was a bit confused on level 5 but got it after reading the description. Congrats on the entry :))

Developer(+1)

Hi, thanks for playing! Yeah the lack of controls info in-game leaves level 5 up to the player curiosity and/or the read of the description.  The game still had bugs 6 hours before deadline so I didn't get to apply that feature.

Submitted

no worries, that's basically the average jam experience :))

Submitted(+1)

I really loved the idea of this one i loved the sfx and art although art could be improved by adding effects like explosions on the bomb u could have also added some screenshake for more polish, i kinda got stuck on level 5 cause i couldnt get the 1 sec bomb on time and didnt get what does the yellow helmet do, but overall great game.

Developer

You are in the key part of the game! I wont spoil it for you, in the game's description is the info you need. 

And about the art you're right, I didn't get to polish phase because of lot of bugfixing, mostly on transitions between the hub and the levels. Totally I missed the explosion art to give feedback of the bomb's range. Thanks for playing!

Submitted(+1)

I loved the cave sounds they were a super good and the giving and taking time from bombs was a really good idea.

Developer

Literally I added the water and melody and it felt soooo much better to be there. Thanks for playing!

Submitted(+2)

I really liked the concept and had fun playing. As others said maybe i would implement the possibility to be able to move just by holding the WASD

Developer

Hi, thanks for playing! And welcome to the group of victims of my implementation of movement :(. I fixed it right after 1 hour of ended the submission period (on my local version of course), and it feels sooo much better now.

Submitted(+1)

Peak

Developer

Damn, I just see this word and I hear  Paige in my head saying HEY SCOUTS, like a Pavlov thing -_-

Submitted(+1)

I love the bomberman-style gameplay. I could totally see this expanding to have different shaped bombs, different hats, and maybe even an inter-connected level (I kept trying to take some time out of the level with me to see if I could bank it towards the next level :) ). Overall I had so much fun!

Developer(+1)

THIS. This represented my mindset the first 2 days. Like I have on sketch at least 6 more mechanics including the time banking thing, and 1 or 2 vague ideas of puzzles for introducing, applying and mastering them. Basically 23 levels were "thinked" rather than executed. At the end of day 2 I realized I couldnt playtest everything on time so a lot of that content got cut down. Thanks for playing!

Submitted(+1)

Pretty cool concept! Someone else already pointed out the disconnected wires but I think it's pretty funny!
The only thing I'd want to change is to be able to hold a direction to move in it.

Other than that I really liked the game, it's easy to understand and not too difficult, good job!

Developer

Come to think of it, wire reconnection could have been another mechanic. Discarded or not, but still a cool concept. And yes there is a clear consensus on the feedback about the movement thing. I only hope your hands were ok by the end :P. Thanks for playing!

Submitted

I did initially think that a bomb blew it up and I'd have to reload, that would have been pretty cool!

Submitted (4 edits) (+1)

Hey, this wire is not connected on level 2, yet it totally works! (I hope screenshots show up in comments)


Developer (1 edit)

HAHA yeah i think it happens because of the stones. The wiring scans surroundings to make the turns and the stones were not in the switch case sooo, my bad :P and thanks for playing!

Submitted(+1)

Interesting puzzles and playing against the time of the bomb and needing to redistribute it. Nice one!

Developer

Thank you for playing! Glad you liked the concept :)

Submitted(+1)

Interesting puzzle ! Faster movements by keeping the WASD buttons pressed could be small improvement. Good job though

Developer(+1)

Thanks for playing and the feedback! Totally, the movement is the #1 issue of the game, hope it didn´t kill your fingers :)

Submitted(+1)

Really coool concept, I loved the different puzzles as well. I got confused at first for the second though i didnt realize the cover art was the level

Developer

Yeah although the hub as a level was a success, had the downside of forcing a far away camera position caused by the way I programmed the camera. The character ended too little and hard to see, so at first it doesn't seem as a level. Thanks for bringing that up and for playing!

Submitted(+1)

I really liked the concept of transferring time.
Once again, I wish I had had that idea.

Developer

Hello, thanks for playing! That concept was like the 4th place on the brainstorming session at the bus going home on day 1.  "Time clone as a bomb haunting you" and "You are the bomb and you need to collect time to survive" were some of its competitors. Then, natural selection did its job and the time transfer ended up winning :P

Submitted(+1)

Very good use of the theme. I like trying to gauge how much time I'm going to need for each bomb, but the control scheme is unintuitive and it would be nice if you could hold to move instead of tapping.

Developer(+1)

Hi there, thanks for playing! Come to think of it, I kinda balanced the times of each bomb counting on the time you spend smashing the movement buttons, which was an awful idea tbh. Anyway, I like that all the feedback is pointing at the same direction in terms of improvements :)

Submitted(+1)

Really like the idea, but it need a tutorial lvl, take me a while to understand how to play, but overall very great could be use in a production game

Developer

Hi, thanks for playing! Adding the controls info as part of the levels was another thing cut down. I kinda got ambitious the first two days with the mechanics so that explains the lack of Quality of Life things. And... idk, maybe someday will be a standalone game :)

Submitted(+1)

I like the sound effect and the puzzles the movement just feels a bit spammy. But I really like how the title is the level.

Developer

Hello, thanks for playing! Certainly the title screen as the hub was a win-win for me and the players, like no UI or tutorial just right into the game, and for me it was less work haha.

Submitted(+1)

It's easy to understand how to play, even though it's a puzzle game and there's no tutorial. Everything is intuitive.

There's something about being a rock in a dungeon.

Pleasant sounds.

It gets a little tiresome to press the movement buttons.

Developer

Hi, thanks for playing! The movement issue is clearly what I most regret of leaving behind,  but if it means something... I had to PLAYTEST this. Before shipping. So imagine how my hands ended after 96 hours of coding and moving a character one keystroke at a time :P

Submitted(+1)

Great puzzles! Love the level selection screen being the title screen too

Developer

Hello, thanks for playing! It was an accident really the hub as a title screen, I was messing around with individual levels doing weird shapes, until I wanted to do letters, and it clicked :P. Plus, saved me of making a whole UI 

Viewing comments 22 to 3 of 22 · Next page · Last page