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Ah I gotcha, I originally misunderstood, sorry! Yeah the timing is intended to be tough to test your organization, memorization, and map routing capabilities. I think what would help a lot is a slower Day 1, as the game kind of just throws you straight into the timer chaos. Would you agree?

For a post-jam update our current plan is to turn Day 1 into Scringlo’s Training Day, where there is no timer and all instructions are taught at once. Im hoping that such a change makes the timer easier to assimilate to come Day 2 and onward!

i agree at first i didn't see the timer at all , makeing level one as a trainig is helpful but keep the game hard , like just add 5 seconds of time on each level or make an easy mode with more time , once i lost for just 1 second so the 5 second addition will be helpful

(+1)

Hey, me again! After discussing this issue with some other commenters, I am wondering if you were aware of the run button existing. I’m trying to further investigate why some people are having issues with the time limits (as I truly did think the difficulty curve was good), and I’ve discovered that the onboarding for the controls (specifically the run button) is sometimes insufficient. While running, you should be able to accomplish the time requirement moderately easily!

If this is not the case though, please let me know that too, and I will further investigate editing the time limits for the post-jam update!

i was aware of the run button without it , it is impossibal to win , but i waste like the first secondes to look at tha map and see where the tasks are so i lose when i just needed 2 secondes left