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Gimme a Minute's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1346 | 3.938 | 3.938 |
| Enjoyment | #1955 | 3.500 | 3.500 |
| Audio | #2821 | 3.125 | 3.125 |
| Artwork | #3528 | 3.312 | 3.312 |
| Narrative | #5188 | 2.312 | 2.312 |
Ranked from 16 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 game centers around a one-minute countdown timer that indicates when the "time loop" resets. The objective of the game is to find a way to subvert this timer.
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Tom Tervoort
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Comments
Nice game! I like the visuals and how you played with different colors to make the ascii visuals richer, the audio goes really well. The puzzles are nice with good variety (a bit too difficult for me sometimes :p). I liked how you present certain mechanisms and possible strategies through the puzzles themselves (like how enemies can push the 0). Nice game!
First of all I love the overall visual of this game and it stays consistent throughout the entire game. Each level is unique and introduces a new mechanic so I didn't get overwhelmed. The level layouts are nicely designed and overall just a really polished game. I do agree with the sensitivity issue that was mentioned below but it's incredible to see what you have come up in just 4 day!
I love this! High concept game with a simple idea. You got each direction throwing some different challenge at you and pointing to something to help you overall. I really like that. I will say the key press sensitivity (if that's even a thing) is a bit high and sometimes it moved me two spots, and had me walk into my demise but at the same time I did like the speed of movement for when dashing along the screens to find the next thing to do. Overall, fun experience, great game! "VVVVV" vibes (I dont have a stutter) and fun humour!
Thanks for the experience!
Well executed. Very will done
I had heaps of fun with this one, its a superb game. Uncovering the mechanics and applying them was great. I haven't been able to complete it although I'm in the 'boss' room and I'm also not sure where to apply the Lucky 8 mechanic. My only criticism is the input sensitivity means I'm often moved two spaces off a single tap which has caused me to die or reset countless times.
Thanks! When my girlfriend "playtested" the game and ran into the same input sensitivity issues, but unfortunately the deadline had passed by then. I'm planning to fix it in an update after the jam.
To give a small hint: you now know everything you need to know to beat the boss room. Look around in that room if you see a symbol you've only encountered once before. Where could the other symbol associated with it be?
Omg I figured it out! Awesome game!
I really like the nice sounds with the terminal like visuals! I got stuck for awhile on figuring out the arrow room but then I realized. The room after the arrow one takes me so long so I didn't escape, but I liked the hidden mechanics :D
One of the most polished games i've played at this jam. Absolutely love the aesthetic; music and sound FX are superb.
Unfortunately I couldn't figure out how to beat the game and I was a bit unsure what the win condition was. Do you have to solve a bunch of secret puzzle rooms and then you're done? Do you have to solve a bunch of rooms and then the north room at the start of the game will open to reveal a boss?
I did get through "Icy Reception" though! What's up with "Lucky 8"? Any hints?
Thanks!
The idea is that each "secret room" is supposed to teach you about a new gameplay mechanic, that you will be then able to use to solve a puzzle (or open a shortcut) in some other room that you've either already seen or will encounter in the future. The secret rooms are set up in a way that you're almost certainly going to trigger this mechanic once you enter them, so you can then apply the knowledge of that mechanic somewhere else.
For example, once you figured out how the two types of special tiles in "Lucky Eight" work, you can be on the lookout for those elsewhere, because you now know what they can be used for. You may have already found that place or you may need to do more exploring until you encounter it.
I guess this general idea could probably be explained a bit better though. Because it may feel that you're missing something once you find one of those secret rooms, even though you actually already got what you needed from them: i.e. the knowledge of a new mechanic.
70s vibe - i dig it