
Art by Josef Killinger
THYME TO COLLECT
is a GameJam project created for the second GameJam at the University of Ulm in December 2024. The theme was „Time to Collect“. When creating the game we wanted to think outside the box and as we soon realized, thyme and time sound the same. With this being the main point of reference for what our project should be about we began working on the project.
Buy, grow, prepare and sell thyme. You take control of a thyme shop and have to fulfil the wishes and needs of your customers. The whole game can be played only using the mouse, dragging and dropping the thyme from one station to the next. Players can sell nine different types of thyme, each with unique effects on the satisfied customers, like them going up in flames or shrinking down to the size of a mouse. As time was a focus in the theme, we also sprinkled in many different time-based elements into the ame, like a thief trying to steal the players seeds, thyme slowly becoming old, wehen growing to long, thus losing value and customers leaving after a certain amount of time, when not getting their order.
PROJECT TAKEAWAYS
Troubles
- Not finding an idea fast enough: We spent the whole first day with coming up with an idea for the game. This time could have been used more efficiently by a programmer already setting up the first basics in engine.
- Not cutting ideas early enough. We had planned to implement an inventory into the game, which took a long time to implement. Too late did we decide to cut it out. The game was even better without it and the time we used on creating it could have been allocated better.
Successes
- Teamwork: We were able to really grow closer as a team and develop bonds that went beyond just working together as a team. This can be attributed to our long and sometimes unnecessary breaks. Which leads me to conclude that they weren’t all bad.
- Learning experience: This experience taught me a lot about teamwork and time management. It taught me that sometimes it is more important to take a break to keep morale up than to keep working and crunching to finish a feature.
- Killing your darlings: The inventory system was something I put a lot of time into, and when it turned out to be a hindrance to the fun of the game, I had to throw all that work away. It was frustrating at first, but when I looked at the big picture, I realised it was the best way to move forward. It also didn’t take away the things I learned while creating the system.
IMAGES
GAMEPLAY VIDEO
Art by Josef Killinger