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A jam submission

Ticking GrainsView game page

You are the timer. Keep yourself running.
Submitted by iCopsyle — 1 hour, 36 minutes before the deadline
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Ticking Grains's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#4874.2194.219
Enjoyment#6413.9063.906
Narrative#16473.1883.188
Audio#28213.1253.125
Artwork#35283.3123.312

Ranked from 32 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 GlassClock is counting down. Don't let it finish!

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Comments

Submitted

Me want more levels! And such a cool game to stream as someone who struggles with platformers hehe! 

Submitted

Really creative mechanic! Took me a few plays to get used to, but I got the hang of it.

Also, hard disagree with the phone, I have quite a few of these in my room and I use them for fun sometimes.

Submitted

This is a very creative take on the theme! I loved the little story and the final joke was absolute cinema xD The only issue I had was with the movement. It is not bad by any means, but it felt a little hard to control sometimes. But I was still able to play and beat the game! I loved the start menu, by the way! Great work!

Submitted

Nice game... love the menu ^^

Submitted

A great idea for the theme.

Submitted

really fun!

Submitted

Really clever take on the theme!  I like the hourglass sand physics.  How'd you do that?

Submitted(+1)

amazing game, the mechanic is very interesting and creative, i hope it wins the jam and/or gets developed further after it,
i like the fact that there is no UI telling you how many grains you have and you need to manually count them, in a sense the player itself is a diagetic UI element.

a few minor issues, but nothing game breaking:

  •  you lose all momentum from moving platforms when jumping on them, which isn't how physics usually works.
  • the player has infinite acceleration/deceleration, depending on the game/character you're going for this may be exactly what you want,
    but adding a few frames of acceleration and deceleration makes characters feel less robotic and more fun to control
  • the death animation looks short, but when you die very early in the level you end on spending more time on the animation than you spend playing the game in that life, i'd recommend just skipping it if the player presses a button while its playing.

and a few ideas i had for the game if you decide to continue developing it:

  • objects with their own gravitational field (e.g. like in super mario galaxy, just 2d), which would make keeping track of your grains even more chaotic
  • moving platforms and/or saw blades whose position follows the amount of grains you have
  • the ability to spend grains during the levels for some kind of collectible, so that more skilled players end up making the game harder for themselves.
     (a different mechanic with the same goal can be found in shovel knight, that game lets you break checkpoints for gems, players want gems, so players that think the level is not too difficult end up making it much harder for themselves in an attempt to get gems)
  • the player's eyes should follow the mouse cursor and/or moving sawblades  to make them look less static
Developer(+1)

Wow! What a thoughtful comment!
Thank you so much I'm glad you enjoyed <3

(+1)

Bro literally bent time itself just to drop a masterclass. 10/10 gameplay, 100/10 developer. You absolutely cooked with this one ⌛🔥 '' Time flies when you're playing a masterpiece . Unmatched work, my friend!⌛💥''

Submitted(+1)

Great core mechanic, full of potential! All it's missing now is more intricate level design and maybe some UI element that would make it more obvious how much time left before needing to flip.

Submitted(+2)

I love this mechanic so much! I had fun but honestly I couldn't beat all of the levels because I suck at platformers lmao.

Submitted(+2)

Yo, i love this! you add a an actual timer on the screen just so I know exactly how much time I have.

Submitted(+1)

Super creative game I really like the way you made the character the timer. The main nitpicks I had with the game were that the max velocity when the player fell was capped a bit to early making the character a bit floaty. Also props for fitting a sand simulation in the hourglass that was actually really cool especially how it reacted to player movement.

Submitted(+1)

oh great game, we had the same idea of hourglass flipping, but different concept, the game is nice and easy really enjoy it, specially the end killed me XD (hey ChatGPT how do I respond to this))

Submitted(+2)

This the best implementation of the theme I've seen so far, the game is really fun. 

Submitted(+2)

Great game, feels smooth and fun, very creative

Submitted(+1)

This is a fun game! I had a great time playing it and love the sand mechanic, it's really cool. For feedback, my only comment is that it can be a little hard to tell how much sand is left as the visual is relatively small, but other than, great job!

Submitted (1 edit) (+2)

The mechanic is very unique. Really feeds into that dual purpose design that Mark loves so much. It really threw me off guard how good the sand physics looked.

Submitted(+2)

The sand mechanic is fire, it's so well made it has physics and everything, peakest

Submitted(+2)

Cool game!