Crime Time by bodCodes
A thief who can stop time and see the future but can't change it.
It's crime time!
Keep an eye on the security team and collect bounty whilst avoiding discovery!
The security team's actions cannot be changed, but as a master of time crime you can foresee their movements and stop time while you decide your next move.
Boost scoring by choosing moves quickly - there is a penalty for standing still and freezing time. You will inevitably get caught because crime doesn't pay!
An HTML5 Browser Game: https://bodcodes.itch.io/crimetime (Cross-platform downloads also available)

Security camera shows thief who can stop time and see the future using extremely sneaky tactics to evade capture.
Code, graphics, sound and music created during the jam by bodCodes.
| Link | https://bodcodes.itch.io/crimetime |
| Link | https://bodcodes.itch.io/crimetime |
| LÖVE (Cross-platform) | https://bodcodes.itch.io/crimetime |
| Original URL | https://ldjam.com/events/ludum-dare/50/crime-time |
Ratings
| Overall | 353th | 3.788⭐ | 54🧑⚖️ |
| Fun | 192th | 3.853⭐ | 53🧑⚖️ |
| Innovation | 229th | 3.765⭐ | 53🧑⚖️ |
| Theme | 499th | 3.824⭐ | 53🧑⚖️ |
| Graphics | 990th | 3.255⭐ | 53🧑⚖️ |
| Audio | 328th | 3.71⭐ | 52🧑⚖️ |
| Humor | 634th | 3.021⭐ | 49🧑⚖️ |
| Mood | 606th | 3.551⭐ | 51🧑⚖️ |
| Given | 76🗳️ | 93🗨️ |
It was satisfying to see where the guards will go and walk around them.
Overall the game is cool and I like the mechanics, but I've lost several times due to being detected through some blocks or right outside the edge/end of the light.
Some randomness in the guards initial position could spice things up a bit, as right now replayability suffers a bit. Also, I've missed some kind of indication of what to do or where to go (at least in the first run). Map panning does exist, but it feels weird to do in the middle of moving.
Overall, tho, good game. I can see the idea being further developed and extended into a full fledged game.
Replies to your comments:
@kinggurke I appreciate your kind words.
@reneantunes Thanks, glad you liked the concept.
@roughskin Good score! Thanks for playing.
@reddote Happy you liked the mechanics.
@michael-wingfield Appreciate your comments on the mechanics and pf, thanks.
@taran95 Good score! Thanks for the specific feedback. Understood re. the lighting - the mechanism was designed for the jam to be efficient in the slowest browser setup and the actual/drawn range could do with some tweaking...
@junklab Double spacebar at the end of the game will restart. Appreciate you noting the sneaky music, that was the idea! Thanks for playing.
@wondry Thanks, stealth is the name of the game here (metaphorically, at least).
@annika Glad you liked the concept.
@nikolay-fedotenko It's quite tough, the guards don't miss much! Thanks for playing.
@cryptomnesic Thanks for your comment.
@confidant17 Yes those guards have pretty good eyesight :eyeglasses: There may be some post-jam tweaking on the actual/drawn range... Thanks for commenting.
@core-foliant Thanks for playing. Nice reference :books: :laughing:
@unless-games Yes it's possible to be quite sneaky! Thanks for playing.
@marianoa213 Thanks!
@zevsehg Glad to hear it!
@stochastic Appreciate your comment, glad you liked the music.
@common Hopefully the stand-still-penalty adds some urgency! Thanks for playing.
@logicon211 Really appreciate your feedback, thanks for commenting.
@binarydiv Glad you liked the concept. Thanks for playing.
@gardenjungle Thanks for playing and commenting! Yes you have to tread carefully :sweat_smile: I had to settle for one level with varying difficulty settings for the jam deadline. Post-jam expansion possible...
@collin-visser Many thanks for playing and for this helpful feedback. The scrolling should track the player automatically, the manual scroll is only there to allow you to take a peek at the guards/coins when they are off-screen. I can't reproduce what you described so far, HTML5 version tested in Chrome and Firefox. Thanks again.
@roolow Stealth and greed! Thanks for playing!
@elania Thanks for your comment. The main purpose of the clock is to show that game time (red on the clock) continues even while the player stands still, freezing time for the player (blue on the clock) and all the guards. The maximum score is achieved by minimising these still moments as this slowly reduces your score while game time continues. Ideally you want player time to keep up with game time, but that's risky...
@karahan Thanks for your kind words. I tried to reproduce the scaling issue you mentioned by switching in and out of full screen in the HTML5 version but so far I can't trigger any problem - but I know there is a lot of browser/OS variation out there! HTML5 version was tested in Chrome and Firefox. Thanks again.
@olsie Thanks for playing!
@nekusoul Agreed - the lighting range/display could do with some adjustment. Thanks for your feedback.
@lex :laughing: Good one. Level 3 difficulty is tough.
@netpunk Thanks for your helpful feedback. Understood re Brave, that's unfortunate. HTML5 version was tested only in Chrome and Firefox I'm afraid. It seems to be a privacy feature of Brave blocking the domain where where Itch hosts HTML5 games on their CDN (hwcdn.net). I see this affecting quite a lot of HTML5 games. For now the inconvenient but one-time workaround would be to make a Brave cookie change when an affected game first opens (Padlock next to address bar/Cookies/Blocked/Allow Itch's blocked hwcdn.net cookie).
Regarding your game feedback, I agree the guards' eyesight can be a bit too good, there may be some post-jam tweaking here...
Concerning the guards initial position, I'm trying to give everyone the same experience so the randomiser is deliberately seeded but I can see how this could hinder replayability on a one level jam game!
The map should scroll automaticaly to the player (had one report which said it did not) and the manual scroll exists only to introduce the secondary task of peeking at the guards/coins when they are off screen to help with route planning.
Thanks again for the great feedback.
@prutty That is a very good score, well done indeed.
I really appreciate the positive detailed feedback in your comment and I completely agree that there's an opportunity for some post-jam polishing in options and especially some balancing.
Glad you saw the guard dialogue - it's easy to miss in the heat of the moment :sweat_smile:
At the maximum difficulty setting ('Hardened gangster') getting out of the starting block is indeed very tricky...
I feel medium difficulty is a bit tough and hard to be impossible but easy felt like a great balance and scales well. Very good entry!