This game contains themes of depression. Please don't play it if you don't feel like it.

A short game about talking under a time limit, a "talking simulator" if you will. ​

Controls

Keyboard only. Press space to proceed regular text, use the specified number buttons to proceed choice text. Press F11 to toggle fullscreen.

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  • Chris
    Patron

    Very unique and fun to play through multiple times

  • Jackaroo
    Lv. 9

    I like the style of the game and it's an interesting way to implement the theme. The way the dialogue slows down makes you rather anxious as the clock ticks away. However, is it actually possible to save the other person? If so I didn't manage to, despite trying a few times.

    I don't really have much more to say about it to be honest. Not the sort of thing I expected to come out of this theme but it certainly fits well. Good work.

    Revert
    Submitted

    Revert

  • Veralos
    Lv. 38

    Interesting concept for a game. I like the clear sense of futility it gives as you keep trying to say something that will help while time keeps ticking away. The slow text is a pretty harsh but effective way of conveying the point. The graphics are simple get the point across well. I particulary like the colours in the background. My only complaint is that text sound is a bit grating. I'm not sure if that was supposed to support the concept somehow but I would've preferred something softer.

    Dreamscape
    Submitted

    Dreamscape

  • 2102
    Patron

    That was interesting. I liked the dialogue mechanics.

    Sixio
    Submitted

    Sixio

  • Wahoo
    Lv. 16

    For a game limited to 60 seconds, this was a really neat story

    Sneg
    Submitted

    Sneg

  • Jupiter Hadley
    Lv. 13

    Very interesting concept. I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/g5B8P6iV1PI

  • havik
    Patron

    Interesting idea - and brave to tackle this sort of topic in such a short time. I think it's good to talk about these things, people should be more open about it. I'm not 100% sure I agree with some of the dialogue (not sure I'd say 'don't be sarcastic' if I found a person in that situation!) but I don't think that really matters too much - I still felt sort of hopeless as the time ticked by (which I believe was the point!), and as the text appeared excruciatingly slowly (was that intentional?!) you're just sitting there thinking 'come on come on hurry up'. And then, it doesn't matter anyway.

    It's sort of a shame that you can't change the outcome. I'm not entirely sure what lesson/message that leaves. That whatever you do you can't help? Some people can't be helped? Not sure I want to believe that, it's always worth trying!

    This is too much to think about / analyse at this time haha. Regardless of the message stuff - nice entry, simple but pretty art which is good as it doesn't steal focus from the topic, but accentuates it. The lack of music also works in its favour I think. Music would have detracted from the atmosphere, at most I'd just add some ambient wind effects or something like that if you wanted to add anything post jam.

    Good job!

    • thinker227
      Lv. 7
      thinker227 Developer of We don't have much Time

      1yr ago

      The whole idea for the game was to make the 60 seconds feel like an inevitable end creeping ever closer, and there's nothing you can do to prevent that. Hopelessness and futility was indeed an intended theme, which is also why the text at times is excruciatingly slow (also notice the difference in text speed between the two characters).

      The lack of multiple outcomes is 1: because of the 48h time limit (I'm a slow artist) and 2: because I thought it fit the theme better, that's there's an inevitable end you can't do anything about. I know that message is kind of strange, and I don't really have a good reason for that besides furthering the theme of futility and hopelessness, although there are several "endings" in terms of dialogue.

      Lastly, I did plan to have some ambient wind sounds, although sound usually comes at the very end of the development process for me and time was running out, and I couldn't figure out how to make a good wind sound effect in SFXR. I appreciate enormously the fact you liked the art. Thanks so much for the feedback :D

  • Anonymous
    Anonymous Avatar
    Anonymous

    1yr ago
    • Good idea for a game
    • I think this would be really cool if you could only play it once (game prevents you from replaying).
    • The text reads way too slow for me, which seemed a little annoying given there’s only 60 seconds.
    • thinker227
      Lv. 7
      thinker227 Developer of We don't have much Time

      1yr ago

      I had a few ideas for how to pull off a meta-angle to the game, having different dialogue and possible endings depending on previous playthroughs, although I didn't get around to implementing it. I spend a fair amount of time deciding on the text speed, it is adjusted specifically for the sake of giving off a feeling of frustration and futility considering the lack of time. Thanks for playing though :D

  • Brian LaClair
    Patron

    Neat little experience, with great looking art!

    DISC DASH
    Submitted

    DISC DASH

  • SpritePainter
    Lv. 21

    So, this was very interesting. First, I love the use of color. It does a really good job of creating a mood, just not sure how well that fits the content. Now, on the issue of content...I'm not really sure what you're trying to say. At it's core, the timer seems to imply that a person only has a limited amount of time to make an impact on another person, which could be a good thing to explore. Unfortunately, there seems to be a futility to that, and the dialogue doesn't really seem to give you any agency. I'm also not sure how I feel about the diologue itself. It seems to put a lot of responsibility onto others in addressing a person's mental health. This is complicated by the fact that you can't really change the outcome anyway, so you were supposed to have already done something before the game starts (naratively), so there's nothing you can do at the point you come in anyway. In that sense, it's an interesting experience and can give you a lot to think about. Hopefully that was your goal.

    • thinker227
      Lv. 7
      thinker227 Developer of We don't have much Time

      1yr ago

      That was indeed my goal. My intention was to create a feeling of futility since, while you can affect the dialogue, you can't affect the end outcome. I'm not the best at writing so I'm aware the dialogue is a bit split in its message and theme, but there's a flawed person at its core who believed it was someone else's responsibility. I'm glad at least someone picked up on the themes I was trying to portray, so at least it wasn't a wasted venture.