In His Time

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Description

In His Time is a heartwarming 2D adventure game that follows Ollie, a young boy coping with the loss of his father while caring for his ill mother. Set in a world filled with daily struggles, bullying, and household responsibilities, the story takes a mysterious turn when Ollie and his friends explore an old watchmaker’s mansion, uncovering a touching journey of loss, longing, and hope. Developed by Tearyhand Studio and inspired by the creator’s personal experiences, the game blends puzzle-solving with emotional storytelling in a beautifully crafted side-scrolling environment.

Where to Buy In His Time

PC

In His Time Guides & Walkthroughs

In His Time Reviews & Reception

metacritic.com (65/100): Clocking in at around 4 hours of playtime, In His Time is clearly a labor of love, packed with themes and messages important to the developer.

noisypixel.net : A game with a unique and well-defined art direction is something that will always catch my eye, so it was no surprise that Tearyhand Studio’s debut title, In His Time, immediately piqued my interest.

gameluster.com : In His Time tells the story of Olly, a young boy who has recently lost his father, and his mother is fighting a rare and harsh illness.

In His Time: A Poignant Exploration of Loss, Faith, and the Fragility of Human Connection

Introduction: A Game of Heart and Shadows

In His Time is a game that lingers in the mind long after the credits roll. Developed by the one-man studio Tearyhand Studio and published by Kodansha Games, this 2D puzzle-adventure game is a deeply personal project from creator Yona, whose own experiences with loss and faith permeate every aspect of the game. Released in October 2023, In His Time follows Ollie, a young boy grappling with the death of his father, the illness of his mother, and the cruelty of bullies at school. His journey intertwines with that of Joseph, a mysterious watchmaker whose mansion holds secrets that could either heal or shatter Ollie’s fragile world.

At its core, In His Time is a meditation on grief, forgiveness, and the search for meaning in suffering. It is a game that wears its heart on its sleeve, unapologetically blending Christian themes with a narrative that is both tender and melancholic. Yet, for all its emotional ambition, the game stumbles in its execution, leaving critics and players divided. Some praise its artistry and sincerity, while others find its gameplay disjointed and its storytelling rushed. This review will dissect In His Time in its entirety—its narrative depth, mechanical design, artistic vision, and cultural significance—to determine whether it succeeds as a cohesive experience or remains a flawed but fascinating experiment in interactive storytelling.


Development History & Context: A Labor of Love and Faith

The Creator’s Journey: Yona and the Birth of Tearyhand Studio

In His Time is the brainchild of Yona, a Japanese developer whose personal history is inextricably linked to the game’s themes. Raised in a Christian pastor’s family, Yona’s life has been marked by profound loss: his father succumbed to ALS, and his mother and sister battle muscular dystrophy. These experiences shaped his worldview and his desire to create a game that could offer hope to others navigating similar pain.

In an interview with Christ Centered Gamer, Yona revealed that his inspiration stemmed from the works of Christian author Patricia St. John, whose stories of children confronting sin, forgiveness, and faith resonated deeply with him. He sought to emulate her ability to weave moral and spiritual lessons into narratives that felt personal and relatable. In His Time became his vehicle for exploring these themes, blending his technical skills as a programmer with his emotional and spiritual convictions.

The Kodansha Games Creator’s Lab: A Lifeline for Indie Development

The development of In His Time was made possible through the Kodansha Games Creator’s Lab, an initiative designed to support indie developers in Japan. For Yona, this partnership was transformative. Beyond financial backing, the lab provided critical feedback that helped refine the game’s messaging and accessibility. Yona acknowledged that without this support, In His Time might never have been completed, highlighting the challenges faced by indie developers in Japan, where the market for indie games remains niche and the cultural appetite for Steam titles is still growing.

The Japanese Indie Landscape: A Struggle for Visibility

Japan’s indie game scene is a paradox. While the country has a rich history of gaming innovation, indie developers often struggle to gain traction domestically. Yona noted that sustaining a career through indie game sales in Japan is exceptionally difficult, with only a small minority achieving financial stability. The prevalence of mobile and console gaming, coupled with a cultural hesitation toward Steam, creates a barrier for developers like Yona, who must look to international audiences to find success.

Moreover, In His Time’s Christian themes present a unique challenge in Japan, where less than 1% of the population identifies as Christian. The game’s spiritual underpinnings, while central to its narrative, risk alienating a domestic audience that may view religion with skepticism or indifference. Yona’s decision to root the game in his faith reflects a personal mission to create something that “pleases God,” even if it limits the game’s commercial appeal in his home country.

Technological and Design Constraints

Built in Unity, In His Time is a 2D side-scrolling adventure with fixed/flip-screen perspectives. The game’s visual style is deliberately minimalist, eschewing pixel art in favor of hand-drawn, shadowy aesthetics reminiscent of Limbo and Badland. This choice was not merely artistic but also practical, allowing Yona to focus on animation and narrative direction without the constraints of more complex graphical demands.

The game’s puzzles, while varied, are designed to be accessible, with Yona emphasizing the importance of keeping the gameplay engaging without overshadowing the story. However, this balance proved difficult to achieve, as evidenced by the mixed reception to the game’s mechanical execution.


Narrative & Thematic Deep Dive: A Story of Grief, Redemption, and Divine Timing

Plot Summary: Ollie’s Descent and Ascent

In His Time opens with a dream sequence that serves as both a tutorial and a prologue, introducing players to Ollie’s psychological state. Ollie is a boy adrift, burdened by the absence of his father and the deteriorating health of his mother, Lyla. His daily life is a cycle of chores, school, and bullying, with little respite from his emotional turmoil.

The inciting incident occurs when Ollie and his bullies—Bobby, Mila, and Hugo—break into Joseph’s mansion, a sprawling, clockwork-filled estate. After stealing parts from Joseph’s mysterious project, Ollie is caught and struck by the old man’s unexpected kindness. Joseph, a watchmaker with a cryptic past, offers Ollie a bargain: retrieve the stolen parts, and Joseph will reveal the truth about Ollie’s father.

What follows is a journey of reconciliation, both with the bullies and with Ollie’s own grief. The narrative unfolds through a series of puzzles and interactions, each revealing fragments of Ollie’s past and the hidden connections between the characters. The game’s climax hinges on themes of forgiveness, the afterlife, and the idea that suffering, while painful, is not without purpose—a reflection of Yona’s own belief in Romans 8:28: “And we know that for those who love God all things work together for good.”

Character Analysis: The Broken and the Redeemed

  • Ollie: The protagonist’s journey is one of quiet resilience. He is not a hero in the traditional sense but a child struggling to make sense of a world that has dealt him repeated blows. His interactions with Joseph and the bullies force him to confront his anger and fear, ultimately leading him toward a tentative peace.
  • Joseph: The watchmaker is the game’s most enigmatic figure. His role as a mentor and his knowledge of Ollie’s father suggest a deeper, possibly supernatural significance. Joseph’s mansion, filled with clocks and mechanisms, symbolizes the passage of time and the idea that healing is a process that cannot be rushed—hence the game’s title.
  • The Bullies (Bobby, Mila, Hugo): Initially presented as one-dimensional antagonists, the bullies are gradually humanized. Their own insecurities and struggles are hinted at, particularly in optional interactions that reveal their home lives. This nuance is one of the game’s strengths, as it avoids simplistic morality in favor of a more compassionate portrayal of childhood cruelty.
  • Lyla (Ollie’s Mother): Though physically absent for much of the game, Lyla’s illness looms over Ollie’s journey. Her faith and resilience serve as a counterpoint to Ollie’s despair, reinforcing the game’s themes of perseverance and trust in a higher power.

Themes: Faith, Forgiveness, and the Search for Meaning

  1. Grief and Loss: The game does not shy away from the rawness of Ollie’s pain. His father’s death is treated as an open wound, one that Ollie must learn to live with rather than “get over.” The game’s puzzles often mirror this emotional state, with mechanics that require patience and persistence.
  2. Forgiveness and Redemption: The relationship between Ollie and his bullies is central to the narrative. The game posits that forgiveness is not about excusing harm but about freeing oneself from the burden of resentment. This is exemplified in the puzzles that require Ollie to work with his tormentors, symbolizing the difficult process of reconciliation.
  3. Faith and Divine Providence: Yona’s Christian beliefs are woven into the fabric of the game. Joseph’s role as a guide echoes biblical figures who offer wisdom in times of trial. The game’s ending, while ambiguous, suggests that Ollie’s suffering is not in vain—that there is a greater plan at work, even if it is not immediately visible.
  4. The Passage of Time: The recurring motif of clocks and gears underscores the game’s meditation on time. Ollie’s journey is not about rushing to a resolution but about learning to trust in the process, a message that resonates with anyone who has grappled with prolonged grief or uncertainty.

Narrative Strengths and Weaknesses

Strengths:
Emotional Authenticity: Yona’s personal experiences lend the story a rare sincerity. Ollie’s struggles feel genuine, and the game’s quieter moments—such as Ollie tending to his mother or reflecting on his father—are deeply affecting.
Thematic Cohesion: The game’s themes are consistently reinforced through its puzzles, dialogue, and visuals. The watchmaker’s mansion, with its labyrinthine design, mirrors Ollie’s internal journey, while the puzzles often require the player to “repair” broken mechanisms, a metaphor for healing.
Subtle Moral Lessons: Unlike many games that tackle religious themes, In His Time avoids heavy-handed preaching. Its messages about forgiveness and faith are embedded in the narrative rather than delivered as sermons.

Weaknesses:
Pacing Issues: The game’s brevity (approximately 4 hours) works against its ambitious narrative. Key emotional beats feel rushed, and secondary characters, such as the villagers Ollie encounters, are underdeveloped. The final act, in particular, suffers from a lack of buildup, leaving some players emotionally disconnected from the resolution.
Translation and Localization: The game’s dialogue, translated from Japanese, occasionally suffers from awkward phrasing and grammatical errors. Some critical lines lose their intended meaning, undermining the emotional impact of pivotal scenes.
Narrative Disconnect from Gameplay: While the puzzles are thematically tied to the story, their execution sometimes feels arbitrary. Certain minigames, such as those involving household chores, do little to advance the plot and can disrupt the narrative flow.


Gameplay Mechanics & Systems: Puzzles, Progression, and the Pitfalls of Design

Core Gameplay Loop: Puzzles as Storytelling

In His Time is, at its heart, a puzzle-adventure game. The majority of the gameplay revolves around solving a variety of puzzles, which range from simple environmental interactions (e.g., watering plants, arranging books) to more complex mechanical challenges (e.g., repairing clockwork devices, deciphering codes). The game’s structure is episodic, with each chapter introducing new puzzles that reflect Ollie’s emotional state or the themes of the narrative.

Puzzle Design: Hits and Misses

Strengths:
Thematic Integration: The best puzzles in In His Time are those that feel organic to the world and story. For example, repairing Joseph’s clockwork mechanisms ties into the game’s themes of time and healing, while puzzles that require Ollie to collaborate with his bullies reinforce the narrative’s focus on forgiveness.
Accessibility: Yona designed the puzzles to be approachable, ensuring that players of all skill levels could progress without excessive frustration. This aligns with the game’s emphasis on story over challenge.
Symbolism: Many puzzles are layered with symbolic meaning. A particularly poignant example involves Ollie piecing together fragments of a broken photograph, mirroring his attempt to reconcile his memories of his father.

Weaknesses:
Inconsistency: The game’s puzzles vary widely in quality and relevance. Some, like the clockwork repairs, feel purposeful and engaging, while others—such as a minigame involving sorting laundry—come across as filler. This inconsistency disrupts the game’s pacing and can make the experience feel uneven.
Disconnect from Narrative: Several puzzles, particularly those in the latter half of the game, feel disconnected from the story. A notable example is a sequence where Ollie must solve a series of abstract puzzles to progress through a dreamlike landscape. While visually striking, these segments do little to advance the plot and can feel like obstacles rather than meaningful interactions.
Lack of Challenge: For players seeking a more rigorous puzzle experience, In His Time may disappoint. The majority of the puzzles are straightforward, with solutions that are often obvious or telegraphed. This design choice aligns with the game’s narrative focus but may leave puzzle enthusiasts wanting more.

Character Progression and Exploration

  • Ollie’s Growth: While Ollie does not gain traditional “abilities” or upgrades, his emotional progression is reflected in the puzzles he encounters. Early puzzles emphasize his isolation and helplessness, while later challenges require cooperation and trust, mirroring his evolving relationships.
  • Exploration: The game encourages exploration, with optional interactions that reveal additional lore or character backstories. These moments are among the game’s highlights, offering deeper insight into the world and its inhabitants. However, the lack of a map or clear objectives can make navigation confusing, particularly in Joseph’s sprawling mansion.

User Interface and Controls

  • Simplicity: The UI is minimalist, with a focus on immersing the player in Ollie’s perspective. Inventory management is straightforward, and the game’s hint system is unobtrusive, offering guidance without holding the player’s hand.
  • Control Scheme: The game supports both keyboard/mouse and controller inputs, though the latter is recommended. Some critics, such as GameGrin’s Ariel Chloe Mann, noted that the control scheme is unchangeable, with jumps mapped to the Y button on a controller—a choice that may feel unintuitive to some players.

Innovation and Flaws

In His Time’s most innovative aspect is its attempt to blend narrative and gameplay seamlessly. The best moments occur when puzzles double as storytelling devices, such as when Ollie must “repair” a broken relationship by solving a puzzle that requires him to listen to another character’s perspective. However, the game’s flaws—particularly its inconsistent puzzle design and narrative pacing—prevent it from fully realizing its potential.


World-Building, Art & Sound: Crafting a Hauntingly Beautiful Experience

Setting and Atmosphere: A World of Shadows and Light

In His Time’s world is a masterclass in atmospheric design. The game’s visual style is heavily influenced by titles like Limbo and Badland, with a dark, silhouetted aesthetic that emphasizes isolation and vulnerability. Ollie is often dwarfed by his surroundings, reinforcing his sense of powerlessness in a world that seems to conspire against him.

  • The Watchmaker’s Mansion: Joseph’s estate is the game’s most striking location, a labyrinth of gears, clocks, and hidden passages. The mansion’s design reflects its owner’s obsession with time, with puzzles that require the player to manipulate clockwork mechanisms to progress. The mansion’s eerie beauty is heightened by its contrast with the more mundane settings, such as Ollie’s home and school.
  • Ollie’s Home: The modest, cluttered interior of Ollie’s house serves as a stark reminder of his responsibilities. The game’s puzzles here—such as cleaning or preparing meals—highlight the weight of his domestic burdens, reinforcing the narrative’s themes of childhood lost too soon.
  • The School and Village: These locations are rendered in a similarly somber palette, with the school in particular feeling oppressive and unwelcoming. The villagers, while not deeply explored, add a sense of community to the world, with optional interactions that hint at their own struggles.

Art Direction: A Cohesive Vision

The game’s art style is one of its strongest assets. Yona’s background in animation shines through in the fluidity of the character movements and the attention to detail in the environmental design. The decision to avoid pixel art in favor of hand-drawn, shadow-based visuals was a bold one, and it pays off in creating a distinct identity for the game.

  • Character Design: The characters are deliberately simplistic, with minimal facial features. This choice serves a dual purpose: it allows players to project their own emotions onto Ollie while also emphasizing the game’s themes of universality. However, this simplicity can also make it difficult to distinguish between characters, particularly in crowded scenes.
  • Light and Shadow: The game’s use of light is particularly effective. Moments of hope or revelation are often accompanied by a shift in lighting, with warm tones breaking through the otherwise monochromatic palette. These visual cues reinforce the emotional beats of the story.

Sound Design and Music: A Double-Edged Sword

  • Soundtrack: The game’s score is a standout feature, with a range of compositions that span from haunting violin pieces to gentle guitar melodies. The music dynamically shifts to match the tone of each scene, heightening the emotional impact. Tracks like the one accompanying Ollie’s reflections on his father are particularly moving, using minimalist instrumentation to convey profound sadness.
  • Voice Acting (or Lack Thereof): One of the game’s most controversial aspects is its approach to dialogue. Rather than full voice acting, characters communicate through a series of grunts, sighs, and nonsensical sounds akin to The Sims’ Simlish. While this choice aligns with the game’s minimalist aesthetic, it often undermines the emotional weight of key scenes. Critics, including Noisy Pixel’s Camille Laguarde, noted that these sounds can feel jarring, particularly during climactic moments where the lack of clear vocalization detracts from the intended pathos.
  • Ambient Sounds: The game’s ambient audio is impeccably crafted, with the ticking of clocks, the creaking of floorboards, and the distant murmur of villagers adding depth to the world. These details create a sense of immersion that compensates for the shortcomings in the dialogue.

The Interplay of Art, Sound, and Narrative

When In His Time’s elements align, the result is magical. The combination of the shadowy visuals, the evocative soundtrack, and the poignant storytelling creates moments of genuine emotional resonance. However, the game’s inconsistencies—particularly in its sound design and puzzle integration—prevent it from achieving the cohesion of titles like Gris or Journey, which similarly blend art and narrative to devastating effect.


Reception & Legacy: A Divided Response and an Uncertain Future

Critical Reception: Praise for Heart, Criticism for Execution

In His Time received a mixed but generally positive response from critics, with an average score of 48% on MobyGames (based on two reviews) and a 6.5/10 from GameGrin. The game’s emotional core and artistic vision were widely praised, while its gameplay and narrative pacing drew criticism.

  • Positive Aspects Highlighted by Critics:

    • Emotional Depth: Reviewers consistently lauded the game’s sincerity and the authenticity of its themes. Noisy Pixel’s Camille Laguarde described it as “a short but emotional story that will speak to many,” particularly those who have experienced loss.
    • Artistic Vision: The game’s visual and auditory design were singled out as standout features. MKAU Gaming’s Shane Walsh noted that the “2D setting works well” in conveying the game’s melancholic tone.
    • Thematic Boldness: Critics appreciated the game’s willingness to tackle difficult subjects like grief, bullying, and faith without resorting to clichés. GameLuster’s Nima Dabirian praised the game’s handling of bullying, noting that it “translates well into the gameplay” by making the player feel Ollie’s helplessness.
  • Common Criticisms:

    • Gameplay Disconnect: The most frequent complaint was the inconsistency between the game’s narrative ambitions and its mechanical execution. GameLuster’s review summed it up as “the gameplay feels disconnected from the game’s world and themes.”
    • Rushed Narrative: Many critics felt that the game’s story, while compelling, was underdeveloped. Gameluster’s review argued that the “story feels rushed and underdeveloped,” with key characters and relationships receiving insufficient attention.
    • Sound Design Issues: The lack of proper voice acting was a recurring point of contention. GameGrin’s Ariel Chloe Mann called the character voices “a huge bother,” noting that they “ruin the immersion.”

Player Reception: A Niche but Appreciative Audience

On Steam, In His Time holds a “Positive” rating, with 85% of the 35 user reviews recommending the game. Players who connected with the game’s themes praised it for its emotional impact and artistic design. Many noted that the game resonated deeply with their own experiences of loss or faith.

However, the game’s divisive elements—particularly its puzzle design and sound—were also reflected in player feedback. Some found the puzzles too simplistic, while others felt that the lack of voice acting made it difficult to engage with the characters.

Legacy and Influence: A Small but Meaningful Footprint

In His Time is unlikely to be remembered as a groundbreaking title in the puzzle-adventure genre, but its legacy lies in its emotional honesty and the personal story behind its creation. Yona’s willingness to draw from his own pain and faith sets the game apart from more commercial indie titles, offering a deeply personal experience that resonates with a specific audience.

The game’s influence may be most felt in the indie community, where it serves as an example of how personal narratives can be woven into interactive experiences. Its flaws highlight the challenges of balancing gameplay and storytelling, but its strengths demonstrate the power of authenticity in game design.

Comparisons to Other Games

In His Time invites comparisons to other narrative-driven puzzle games, such as:
Gris (2018): Like In His Time, Gris uses its art and mechanics to explore themes of grief and healing. However, Gris achieves a tighter integration of gameplay and narrative, with puzzles that feel like natural extensions of the protagonist’s emotional journey.
The Last Door (2014): This point-and-click horror game also deals with themes of loss and the supernatural, though its tone is far darker than In His Time’s. Both games use minimalist visuals to create atmosphere, but The Last Door’s puzzles are more consistently engaging.
Florence (2018): A shorter, more focused narrative experience, Florence excels in using gameplay to convey emotional beats. In His Time shares this ambition but struggles with the same level of precision.


Conclusion: A Flawed Gem with a Beating Heart

In His Time is a game of contradictions. It is beautifully crafted yet mechanically inconsistent, emotionally profound yet narratively rushed, and visually striking yet marred by questionable design choices. It is, in many ways, a reflection of its creator’s journey—a labor of love that carries the scars of its creation.

For players who value storytelling and thematic depth over gameplay polish, In His Time offers a moving and memorable experience. Its exploration of grief, faith, and forgiveness is handled with a rare sincerity, and its artistry elevates it above many of its indie peers. However, those seeking a tightly designed puzzle adventure may find its inconsistencies frustrating.

Ultimately, In His Time is a testament to the power of personal storytelling in games. It may not be a masterpiece, but it is a deeply human work, one that reminds us of the potential for games to explore the complexities of the human experience. In an industry often dominated by spectacle and commercial appeal, In His Time stands as a quiet, heartfelt reminder of why we play games in the first place: to feel, to reflect, and to find meaning in the stories we encounter.

Final Verdict: 7/10 – A flawed but deeply affecting journey that resonates on an emotional level, despite its mechanical and narrative shortcomings.

For those who have walked the path of grief or questioned the purpose of suffering, In His Time offers a rare moment of solace—a reminder that, in the words of its creator, “all things work together for good, for those who love God.” Whether or not one shares Yona’s faith, the game’s message of hope in the face of despair is universal. And in a world that often feels as broken as Ollie’s, that message is worth hearing.

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