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Timed By Room's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #5227 | 2.917 | 2.917 |
| Creativity | #5636 | 3.042 | 3.042 |
| Audio | #6778 | 2.292 | 2.292 |
| Enjoyment | #7465 | 2.333 | 2.333 |
| Narrative | #8690 | 1.708 | 1.708 |
Ranked from 24 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 room comes with a timer, and whichever one you're in counts down.
(Optional) What would you like to be called if GMTK features your game?
qiwyys
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Comments
The platforming felt nice, except for the wall climb, which I couldn't get to work consistently. I could never grab onto the wall with the blue key on top of it.
Great idea, very cute art. So difficult.
I like the tileset and art, it was really charming and the sound had a nice amount of appeal. The platforming itself felt great, especially sliding up walls. Nice work!
I really like the concept for this game! It makes a constant feeling of time pressure, but as long as you're being efficient you can consistently stay ahead of it. My only frustration was that the wall jump seemed really inconsistent, like sometimes even though the wall was tall enough I just wouldn't go up it, but other than that this is a really nice game! Great work!
Too hard for the time given. Character acts like it's on ice and slips. It's okay to make it like that but it makes lots of things harden than it should be. I think the difficulty is something that should come from the platform itself, not the mechanics. Cool consept of countdown btw.
Very stressful, yet cool concept for a platformer! Well done!
its a cool idea but the platforming could use some work, i was very confused as to what walls were climbable or what to do most of the time, the pressure from every room being on a timer is also a nice idea but perhaps a little too short and wasn't explained too well early on
I think the platforming is a little too strict, especially considering how short the timer is per room. Fun idea though, and I enjoyed the art.
Slime go boing boing
I really like the concept of this, and I did have some fun playing it, but I was unfortunately unable to finish. Most of that wasn’t because of the exploration, which I quite enjoyed, or even the time limits by themselves, but rather because of the platforming: the handling is fairly slippery, some jumps are more precise than they need to be (the room to the left of the green key was particularly challenging, and killed a lot of my runs, which sucked since passing through that room seemed mandatory to finish the game), and the wall climbing mechanic works inconsistently enough that whether I could complete rooms using it within the time limit often seemed up to chance. If the controls were polished up, then this could be a really enjoyable game, even without changing the map, but as it is I found the platforming too frustrating to continue.
This game really feels like a maze, and I really like those. But I think the short timer really puts too much pressure to explore. Maybe it could help if it was a bit longer. Nice game.
this is really really good for prececsion platformer controls. very well done, I'd like to see what you could do with a full game like this.
Very cool idea, but tough to execute!
I found myself getting lost as i was focused more on not dying then actually figuring out where to go haha
Art style was cool and the concept was cool but the movement and size was a little difficult in my opinion.
Would love to play a tightened future version though!
Thanks for your feedback! Next time, I should keep in mind that as the developer, I know exactly what the map layout is, but the players don't.
Really like the art direction.
I just felt like I was like running around from room to room just so that the countdown didn't expire with no clear objective. I would recommend in the future to start with smaller levels, so that the player starts to understand what they should be aiming for in the game.
A little buggy as well, but the time constraints of the jam just allow for a level of polish. As the other comment say, I hope you keep polishing the game after the jam.
Thank you for the feedback! I agree that I should give the player a bit more sense of direction.
great idea, the concept is really novel, like it's inspired by minit, but it's a new twist. I had some trouble with the controls and how to jump and all, but overall you did a great job. I think it needs some polish, but the idea is interestign. I hope you'll refine the concept after the jam
Thank you for your feedback! Which action in particular did you have trouble controlling?
so the jump was kinda hard to land, also the wall jump was not really consistent on my side, I had some trouble navigating in the map
The wall jump requires you to hold up AND into the wall, and you can't wall jump if the wall is only one block high. Should I make that more clear if I update the game? Also, I know it takes a moment to detect the wall and climbing over the top is a bit weird; those are unintended.
Usually wall jumps require just to hold against the wall. So maybe that is some muscle memory. But to be fair I think this is not wall jumping, more like sliding up a wall.