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losttime

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A member registered Apr 01, 2023 · View creator page →

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Having multiplayer is an achievement in itself.

I did feel like two different soundtracks were playing at the same time, and they didn't play well together.

It could use a proper tutorial to guide the player through a round or two, saying what is going on, rather than having to go straight in against the timer.

The idea is good. It follows the theme perfectly.

For a game jam, the game feels very well made.

Personally, it doesn't speak to me; getting to the relay and figuring out which instrument is wrong doesn't bring any fun or satisfaction. I could see the concept shine more if it were to become a multiplayer game with people having different instruments/visuals in front of them and trying to figure out, through chat alone, what is correct or not.

A game like this would work better if players didn’t have the solution to each puzzle right next; sprinkle the info earlier, before the player even sees the puzzle. 

Letting players choose from two or three different tasks they can do at the same time helps break the linear feeling; it gives players some semblance of choice. They should be able to pick which one to start with, but they need to finish all of them to move on.

Also, for any text dialogue on the screen, if you don't wait for player input, make sure to keep it up longer than you need it yourself. Since you know what it says, it’s easy for you to skim through, but players are seeing it for the first time and might miss important details if it's up for only a short time.

Good concept for the theme.

Got caught by two zeros on the blue hat, as there was no such variant in the rules ;/

Could use a bit more speed for my liking, like having them queue up quickly one after the other to put a bit of pressure on the player.

Really good game. The adversary effect every 30s fits perfectly with the theme.

The drones would have a better feel if you got to see them more, as my attack and suppression drones just got stuck on some enemies miles away from me, and every so often I would walk past them, slowing 5 green enemies while everyone else is purple ;p

The annoying thing was enemies getting knockback against each other, causing them to be pushed into me, but intended or not, it made me not trust my weapons' knockback at all, as they were the thing that killed me the most.

Overall, very solid entry for a jam :3

Thank you! I had a lot of fun writing Moira’s dialogue.

It could still use a lot more refining, as it does not quite balance being short, teaching the game mechanics, and showing off her personality.

I also hoped to do more with her throughout the game and give her a bit of character development in the way she interacts with the player. Sadly, that did not really pan out since I had to cut the game where I did.

Yeah, the lack of UI and sound effects does take a lot away from the experience. I just did not have enough time to refine everything since I was working on it solo.

I am glad the tutorial was well received though. In my previous jam, quite a few people mentioned the lack of one, so I made sure to include at least something to guide the player this time :3

Thank you, that is really high praise for a game jam submission :3

I originally called it queue, but I changed it because it felt a bit too programming coded ;p Though I have to admit, Conveyor is probably an even worse name for it and does not really fit what it does.

Out of curiosity, what is the first game?

Yeah, I tried to do two things at once, establish the character and explain how the game works. In hindsight, it ended up being a lot to take in.

I should have spread it out a bit more and simplified some things.

Waiting is always an option :3 Hope to hear from you in 2126 then ;p 

Thank you :3 I am personally a sucker for them, but I get way too addicted to endless ones, so I have to stay away from anything that does not have a clear ending ;p

Yup, it definitely takes way too long to get to the main game loop. It is mostly because I did not realise the conveyor was the heart of the game when I balanced the early game.

I also did not revisit the start with a more critical mindset. During testing, I could click through the first parts in less than 30 seconds, so I lost that new player perspective.

I will have to keep that in mind more going forward :3

The UI is definitely lacking, so thank you for pointing that out.


The automatic launch is not even something I would have thought of myself. You get so used to doing something one way that you do not realise it could work better differently. It is great to hear feedback like that, and I will definitely keep it in mind going forward :3

Good premise.

I have always been a sucker for deck builders, so it is a big plus in my book :3

The fights do feel very snowballing sometimes, as only getting 2 cards and 2 energy can leave you with unplayable hands on first turns and then trying to catch up can be a bit rough.

Cutouts are great. Amazing voice acting :3 My mouse felt a bit floaty, but other than that, great game,

Really good music! I did lose track of my count once I got teleported somewhere ;/

I wish the projectiles would fly straight ahead or travel a set distance instead of going exactly where my cursor was.

I also managed to walk out of the map by going to the right on the circular path.

Still very enjoyable and a cool concept!

I love the meta concept! A game jam game about making a game for a game jam, hehehe.

The music is nice. It could have been a little more stress inducing, but it is still very good for a jam game ;p

Thank You :3

Yeah, the early game could use a bit more to do; it really should be more engaging at the start, especially for a game jam game ;/ 

The late game could have been a bit more refined. I should have got more friends to playtest the end of it, as they would have 100% caught that as well. It's the problem of testing by yourself and knowing things ahead of time that let you speed through it. That got me to slow down at the start and end, as I was getting through them too quickly.

You must have missed it when you bought it the first time ;( but good to know. I will add it to the description for people to know

Glad you enjoyed :3

Yeah, the yellow work fourth upgrade is a bait. 4 isn't lucky ;p It and chill are one way to get no cd loop.

You can get free vacations (no cd or gold cost, but it doesn't recover energy or stress) and use that to end the game with, but it needs you to get a good chunk of knowledge in the second stage saved up before you go into the third one, and not put any points into vacation extending life. As with it giving more life back, you can get the clock back up to 100 years and beyond, but it makes it impossible to finish with it.

The other way is to just upgrade sleep until it does 3 months at each click and click through with it.

The xY is there to get to the end if you did f it up somehow, but it needs you to save up money.

One funny thing I found is that sometimes you want to leave slots empty so you only rotate two or three things.

There are two more silly things you can get by the end game, but they are a bit harder to figure out, so I will leave them not spoiled ;p

Out of curiosity, did you end up resetting to get more resources from the first and second stage, or did you go without saving and skipping ahead?

It happens, my own fault for uploading at the last minute ;p
Thanks. Will make sure to check out your game.

Straightforward idea, well executed.

Straightforward idea, well executed.

The music is nice, and I had a lot of fun body blocking and pushing enemies around ;p

The shooting felt a bit strange because the bullets seemed tied to the player’s movement. Moving would also shift bullets I had already fired, making enemies harder to hit. I also wish the shield was not a one time purchase, or at least clearly said that it was, since I ended up wasting money on it. I’m not sure if the boss worked correctly for me either. All the enemies suddenly went crazy and positioned themselves around, but after I shot them, nothing else happened ;(

Still, the game has some fun ideas, and the music helped make it enjoyable.

Using a bomb fuse to control the power of the jump is a cool idea.

I wish a short fuse allowed you to make several smaller jumps. It would also be nice to choose where to drop the bomb with the mouse, giving you more control while in the air.

Still, the fuse mechanic is creative and makes the movement feel unique.

I’m a sucker for pixel art, so the Count and the nun really hit the right spot ;p

It could use a little more variety, such as blockers between paths. That might appear later, but I only made it to level 5 because there were too many stages per level for such a simple mechanic.

Still, it was nicely done, and the candlelight created a great mood :3

I like the art, and I love the talking skeleton ;p

The text could stay on screen a little longer, or the player could click to continue when they are ready.

The upgrades are a nice addition and give you a reason to try playing things in a different order.

I really liked the smoke and explosion animations.

I think it would be helpful to explain in the description how to access the flipping minigame and mention that the pot was removed. Having to search through the comments for that information is not ideal.

The failing the flipping animations looked great and gave the game a lot of character.

I really like the idea, especially how different attacks work better against different enemies.

I think the game could be a bit faster, since there were times when I had to walk around for a while before finding anything to fight. I would also prefer the dash to follow the direction I am moving instead of the mouse, since it would make escaping and kiting enemies feel smoother. It would also be nice if hovering the weapon over enemies dealt damage over time, and if the dash could go over rocks.

Overall, the combat idea is fun and has a lot of potential.

Yeah, it definitely needed more to do early on and a quicker way to get to the good stuff. That was a pretty big oversight on my part, especially for a game jam. I’ll keep that in mind for the next one ;p

It plays in the browser by going to https://html-classic.itch.zone/html/18553800/Fated Century/Death%20Countdown_BurstDebugInformation_DoNotShip/index.html?v=1785088796 (but it doesn't always have music working(), or you can go to the second project  https://losttimegm.itch.io/fated-centuryv2

She was the only thing I spent time drawing; every single other sprite was made in less than a minute each.

Thank you, the conveyor was spur of the moment idea that turned into the core mechanic of the game :3

Yeah, it is too big of a jump. It is there so people can get to the end of the game without grinding through the 80 years if they just want to experience the end of it.

I should have put extra months speed and then years. But you don't have to use the speed-up; that's why you can change it to a lower one and just use it to get a boost of hours (in case you didn't get enough by skipping too quickly) ;p

And the game could use endless mode, I think or rebalance some of the hourglass costs, as there aren't enough hours to get everything, but you can achieve one of the different endgame builds based on which one you do focus on, and all of them do go through the years very quickly.

I think she probably will :3 Call it fate or destiny, if you will.

Outside the game, I also highly recommend reading about the Moirai, the Fates, from Greek mythology. They were the main inspiration for Moira, and their stories are fascinating.

And I’ll definitely check out your game once my brain has recovered from the whole build fiasco (I love cooking-themed games!). Discovering that the working version had been sitting inside the submitted ZIP the entire time, just buried in a subfolder, was certainly an experience.

(4 edits)

I found the cause of the broken build. The working version of the game is included in the ZIP I submitted, but it is inside a subfolder. Itch.io is launching the broken index.html from the folder above it instead.

You can play the actual submitted game here:
https://html-classic.itch.zone/html/18553800/Fated Century/Death%20Countdown_BurstDebugInformation_DoNotShip/index.html?v=1785088796

This is the exact working file inside the submitted build.

You can also verify it yourself through your browser's developer tools, in case you don't believe me:

  1. Go to the lunch page, right-click the game window, and select Inspect.
  2. Find the <iframe> containing the html-classic.itch.zone address.
  3. Then either:
    • Edit the iframe's src directly in the inspector, or
    • Copy the iframe link, open it in a new tab, and edit the address there.
  4. Replace the path after the build number with: Fated%20Century/Death%20Countdown_BurstDebugInformation_DoNotShip/index.html




The files cannot currently be replaced because the game-jam submission is locked, but the working build was included in the original submitted ZIP.

Or you can play the exact same build submitted here:
https://losttimegm.itch.io/fated-centuryv2

Does anyone know if there’s a way to make itch.io load the index.html file inside a subfolder instead of the one at the top level? The subfolder version works and contains the full playable game, but the top-level one doesn’t. :( Pls save my submission