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Out In Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #2 | 4.370 | 4.370 |
| Overall | #7 | 3.823 | 3.823 |
| Fun | #8 | 3.926 | 3.926 |
| Accessibility | #9 | 3.556 | 3.556 |
| Controls | #20 | 3.611 | 3.611 |
| Audio | #25 | 3.556 | 3.556 |
| Originality | #32 | 3.833 | 3.833 |
| Graphics | #42 | 3.907 | 3.907 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.5.1
Theme Interpretation
You have to save a city from imminent doom (meteor) within a certain time frame.
Discord Username(s)
notgeorgehere
GWJ Participation Level
1
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
I liked that you even though about difficulty level (day length) in the settings, although I noticed it only after playing it for few minutes and successfully evacuating whole city (on day 6!). Only thing I could complain about (but others already did) was that some roofs were not turning green, so it was hard to say in which building there are people left near the end of the level. But that is not a major issue for a jam game in my opinion. It would be also nice if moving cursor near the border of the screen/game area would pan the camera, not only WASD keys, but this is also just a "QoL" thingy and maybe depends heavily on how people like to play (I am more familiar with movement by mouse cursor). I liked the game :)
Thank you so much and yeah first thing I'm fixing post jam is that roof issue hahaha, thank you for the other feedback I'll definitely look to see what can be done
Probably my favourite of this jam. In my last rounds I was within 10 of the target, then 2, then 1. Pretty frantic, but at that point I cut my losses and quit. Some roofs never turn green, and hunting for a pixel in their gutters was not addictive. Just my constructive on an otherwise flawless production.
Yep most common criticism has been the roof colour, definitely something with hindsight I've realised was a huge oversight
Perfect rating from my side, also, the meta is megaphone + early alert.
Thank you so much and yeah definitely the meta, everyone I've watched play it has naturally drifted towards that
I had also considered making a isometric entry centered around survival, but I'm not very experienced with this genre to begin with. I'm glad to see a similar idea being executed really well like this. 🔥
Thank you for the kind comment! I'd say go for it next jam, I didn't have any experience in it either :)
Loved it, felt great getting stronger and stronger
Thank you so much!
Well made and enjoyable. I wasn't sure what the early warning systems did, but I enjoyed saving cities in a second flat by using the radio and double clicking the center of town lol
Thank you for the feedback, I should have included a little hover about what each tool does now that I think about it! But the early warning system basically makes it more likely for people to be compliant with the other evacuation systems and have more people evacuate when you use them :)
Really enjoyed this one. I only meant to play a round or two and ended up sticking with it for quite a while. The loop is super clear, the upgrades feel meaningful, and it’s really satisfying watching yourself go from barely scraping by to being able to handle a whole city.
Honestly don’t have much to nitpick here. After a few days it gets very unbalanced in favor of the player, but this feels like a much bigger game than a jam entry.
Great job!
Thank you so much that feedback is lovely!
To be honest I wanted the player to feel overpowered given its a game jam and the typical retention isn't very long so it was somewhat intentional although maybe I was a bit too generous :)
I agree. If you develop it further into a full game then I would worry about balance.
But I don’t invest much time during jams for balance either so that’s why I called it “nitpicking”. This was one of the most fun and engaging jam games I’ve played in a long time.
Great work!
Loved the visuals and feel of impending doom as the meteor gets closer. The use of 3d and 2d menus was also great.
Incredible work for solo dev in the timeframe.
Tim
Thank you!
We loved it, it's so entertaining and towards the end it's really cool when you're OP. We played a couple of times because it was awesome, excellent work!
Ahhh thank you so much! It means a lot!
Very nice looking, great controls, enjoyable upgrade loop, good work!
Thank you so much!
I had a similar concept in mind in the planning phase but definitely would not have come out like this. Great job! It was fun throughout. I wasn't able to knock on the buildings behind the UI at the top, might have been mentioned before but just in case.
Ahhh thank you so much! Yeah I should have either made it click through, smaller or made it more obvious you could zoom in/out, move and rotate.
Thank you for the feedback :)
The intro level was a bit slow, but once I got some upgrades I got really into it!
Thank you!!
i like the concept a lot great job!
Thank you!
That was really cool and original concept there. Got to the point where you oneshot the whole city and evacuate by 8:03 lol
Haha thank you! Yeah I wanted the player to eventually feel really OP
I really struggled to tell which building i had left to evacuate, but otherwise good entry
Thanks for the feedback!
The colored roofs made it a bit more difficult to read when a building was empty, and the GUI at the top covers some of the buildings and makes it more difficult to see them too.
Other than those two things, the graphics were really nice and I loved the SFX work.
Thank you!
Interesting interpretation, definitely needs better feedback when a building is fully evacuated especially for those that have a colored roof
Yep that has been the most common feedback! Will know for next time :)
Some builldings made it hard to know if they were already saved completely or not. I lost at 1199 people with a lot of time left and it was almost impossible to know where the last missing person was. It gets really repetitive after playing 3 waves because you already get to use every mechanic in the game. I wish that there was more strategy on where to use each power up. Overall an interesting play nonetheless.
Thank you!
The fact some of the buildings had a roof that didn't turn green when completely empty did throw me off a bit, but otherwise very fun! I did end up just investing all of my credits into the early warning system and megaphone and I'm not sure if that was the intended experience, but it felt very nice to win a round in only 2 clicks
Ahhh yep the roofs have been common feedback, definitely know for next time! And yeah I thought for a game jam I'd rather the player get overpowered quickly rather than them bouncing off the game
I enjoyed this game. I wish there was a better indicator for when a building only has a few people left inside, as I found myself frantically sweeping over the city trying to find the last few lol. Overall well done
Thank you for the feedback!