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Temporal Safe's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #97 | 4.256 | 4.256 |
| Audio | #621 | 3.718 | 3.718 |
| Creativity | #709 | 4.128 | 4.128 |
| Enjoyment | #1644 | 3.590 | 3.590 |
| Artwork | #1696 | 3.795 | 3.795 |
Ranked from 39 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 entire game is on a 1 minute countdown (mostly)
(Optional) Please credit all assets you've used
See description!
(Optional) What would you like to be called if GMTK features your game?
Lumeow
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Comments
An extremely cool story game! Full points on narrative honestly. A time loop isn’t unheard of but this is by far its best execution! It did feel a bit slow to navigate though sometimes.
Such a cool game, made me feel really dumb tho T_T
I've never played Outer Wilds but I imagine this game is what it would feel like. I loved finding pieces of knowledge and putting the pieces together to figure out how to make progress (I literally used my phone to take photos of important information), and I liked the story as well. One of my favourites from this jam for sure
I really enjoyed this! I especially loved the last puzzle at the end where I had to race the clock. Remind me of Outer Wilds ending. The atmosphere and story were very cool. I could see this being polished up and released!
Such a cohesive game. The art and the audio work really well for the concept. We LOVED the main character sprite shes spooky and gorgeous. Flawless game. 10/10. We haven't finished it yet but we spent so much time on it that we were like OH NO we have to rate other games! We will come back and we will beat you temporal safe! :)
This was really nice and put together. Nice level design and a very fitting art style.
game's really cool, but my brain is way too smooth to finished it
this was amazing, I'm so happy to see people doing short knowledge-based games for game jams, it's such a unique experience and I absolutely adore playing them
The process of figuring everything out is perfectly laid out in front of you, I had a great time understanding the environment step by step, this is exactly the kind of game I want to see more of
A lot of people mentioned Oneshot and that also stuck out to me immediately, if you haven't played that game you absolutely should, it's less of a time loop knowledge based game and more of a linear story but some of the puzzles really gave me the same vibe yours did
I personally think 60 seconds is perfect for this, the final cycle is pretty tight but in my opinion that's a good thing, and the dialogue and some of the puzzles freezing the timer justifies such a short loop time
and on top of it all the artstyle is super charming, again oneshot vibes all over which is a big nostalgia factor for me
I'll be keeping an eye on your results, this is my favorite entry so far
AMAZING! Loved every moment of playing this, I can't say much about it without spoilers, but I had a blast! Beautiful art, beautiful music, and beautiful vibes! c:
Very creative!, nice ambience, the number puzzles were very challenging, but overall a fun experience
One of my favorites I’ve played this jam! I have to echo others by saying this is very reminiscent of OneShot, to the point I’m surprised you haven’t played it - though you definitely should! I see the Yume Nikki inspiration, too, but the puzzles and writing (particularly the ending) are very OneShot-esque.
The puzzles here were fun; the final one was tight, but I really liked how it required knowledge of the map layout to complete. My least favorite puzzles were probably the seven-segment ones, if only because I didn’t immediately intuit how they worked and so got stuck on them for a while.
A couple bugs I noticed:
Time not progressing in the right room is intentional to give you more time to complete the puzzle lol! Sometimes I think I should have made all puzzle rooms like that freeze the timer...
Yeah... The world resetting at the same time u enter a room transition seems to break things in very weird and unpredictable ways. I have no idea how you could walk through walls!! Should be easy to fix though for a post-jam update.
I'm glad u enjoyed it so much! You all are making me very interested in oneshot lol!! It's been on my radar for awhile, but I've never had like a push to actually play it. I'm definitely going to now!
Creative concept. Although I thought I wouldn't want to read the transmissions every time, I did like it because the text made the narrative very interesting. I didn't get very far and would have liked more time between resets.
Yeah I wish I added a setting to increase the timer... Sorry!
It has a very interesting art style. That was definitely the most compelling aspect of the game for me.
Damn so u didn't like the rest of it ? 😞😞😞
Omg I didn’t mean it like that. It’s just that the graphics were my favorite part.
I was just kidding !! I'm sorry I was just messing around lol, I'm glad u enjoyed it!
Quite enjoy the overall style of this game!
I love this narrative game! It’s like Outer Wilds :D I didn’t understand some stuff though, I can maybe try again later
It has so many Outer wilds-like aha moments. I am not sure if the ending is bugged or not but it did not accept any inputs then. The story was also amazing.
No not bugged... You now sleep forever...😴😴😴
I'm glad u enjoyed it and finished it! And yes lol outer wilds was major inspiration
Really liked the overall feeling of the game and felt very on theme audio wise to the games art direction. Music was great and a standout for sure. While I enjoyed the dialogue , with the timer it didn't really feel like it fit in my opinion. It certainly clashed with the puzzle aspects of the game as I had to choose to reset to skip the dialogue and could not really soak it in .
The timer is paused during dialogue!
This is quite the solid game but it has 3 main issues that stick like a sore thumb at the start, and in two specific cases, in every loop, the first one would be the long amount of dialog at the start of each loop, it does deliver some cool "lore pieces" but they could be perfectly be fit with all the other pieces of lore you already have to read due to the puzzle nature of the game, the second issue lies in this two rooms in particular:

It doesn't matter how many iterations i was in, i 6/5 times would faceplank on the wall regardless. or be force to do a sharp u turn, making me waste time, better level design is needed in this parts, the bridge controller is also extremely far away for the amount of times you have to spin it, once you reach the end of the game is a sensible the location, but that's WHEN you already know how to solve the game, which leads me to point 3, puzzles are extremely harsh for such a low timer.
I want to give the benefit of the doubt and believe that the developer REALLY wanted to make it feel like you are running out of time, but the puzzles resetting themselves is already hard enough, and on top of the extremely low timer, the whole level design you have to learn, and the interactions between elements, is a lot of information to digest all at once and in a low time frame, I would had made the timer been 5 minutes and the puzzles reset on player command, that been by a button you can push that resets the puzzle or by leaving and entering the room, the developer even acknowledge this by making one of the hardest puzzles just pause time,which it could had been avoidable by a 5 minute timer and a reset on command instead, after all, these puzzles are disposable, and once you know the answer and got your reward, they are not worth going back to, in this sense they become pushovers rather that problems that you have to solve and that you felt worth solving.
In summary, better map design to avoid your players getting frustrated, manual resets on puzzles and a longer timer since there is a lot to take in, quicker resets to allow me to fail faster and learn from my mistakes, aside from that, is a really solid game with a quick emotional gut punch, and leaves you with many question left unanswered about our protagonist, which i think is a good thing actually, great work for a 4 day game
Those rooms are a little annoying I agree, especially the room to the left. That one was originally a large maze (that was mainly designed to waste time), but it was kind of annoying so I simplified it. During my playtesting I wanted to remove the little U-bend, but I didn't have enough time to change it. I never had any problems with running into walls, but I can def see that being a problem if ur not the person who designed the levels lol. I also agree the machine should be closer. I also wanted to move it closer, but I thought it might break the balance of the final challenge to reach the end, and didn't have enough time to test it, so I just left it as is.
As for the puzzles, I didn't pause the timer for the first one because I figured it's so close to the beginning room that it didn't really matter. And like you said, once you solve it once you're done, so any annoyance wouldn't really matter. I agree this was probably a mistake. As for it resetting itself, this actually makes the puzzles easier! They used to not reset, and if you made a wrong move or two, it was extremely difficult to recover from. I would get stuck for minutes trying to solve it. By making it so the puzzle always resets to a stable state, it ensures that you never get too far off track. Now.... obviously this does have side effects, like making it hard to understand what is even going on for the first puzzle, since you can't easily see the effects of stepping on a switch. And I wanted to change this! But also ran out of time. I also agree that adding a manual reset could have been helpful, but I thought maybe players would not use it properly. Like, the puzzle on the left is meant to be solved in two button presses, so it resets on the second press. The puzzle on the right is meant to be solved in 4 button presses, so that's how much you get. If I let players manually reset, they might reset too early or too late, y'know? Maybe this isn't actually a problem, I don't know!
The reason the timer is so low is because the whole main idea of the game is that you have to learn your way around the map in order to make it to the end in time. Each little nugget of information is supposed to make the game faster to traverse on the next iteration. If the timer is 5 minutes, the timer becomes basically meaningless. I might as well just remove the timer completely at that point! I do agree though that all the puzzles and the locked door rooms probably should have paused the timer. They did at one point, but I removed it because I kinda... didn't like pausing the timer? I thought it took away from the story of the game. I probably should have just left it though. I do agree the game can be extremely punishing if you keep running out of time and can't figure it out. I actually wanted to add an option where you can temporarily have infinite time just to test things out, but I didn't have time to add it! Again!
Anyways, thank you for your feedback! I may make a post jam patch where I fix some of the issues I and other have with the game. I'll probably implement pretty much everything you said lol (except for making the timer 5 minutes, I'll probably just add an option to increase the timer for a single loop or something)
I understand that the idea of a 5 minute timer might as well ruin the experience, but i think that maybe a middle ground would had work out instead, 3 minutes, 2 minutes, maybe a successful puzzle gives you 10 seconds on the clock, small things that makes you go "ok, i get it"
I've been wanting to make a game like this where the save file is your memory. I love your execution and the puzzles. I had to peek at the hints once though. That teleportation trick is clever. Now I sleep forever. Great game!
i loved the vibes is was soo WOOOOOW And the art IS SOO COOL i was confused at first but i love the game ANd the text is cool with narrative is the second game i love the game jam