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No Time to Explain

_No Time to Explain is a in which players control a character who uses a beam-shooting to propel themselves through levels, chasing a future version of themselves amid time paradoxes and absurd scenarios involving exploding and alternate realities. Originally developed as a -based by independent creator I-smel and released on on January 6, 2011, the title gained initial popularity through its short, humorous episodes known as "seasons." The game began as a 2011 project led by Alex Nichiporchik and Tom Brien, raising over $26,000 to expand beyond the prototype, but faced development challenges including a failed deal and technical limitations of the Flash engine. Nichiporchik and Brien later founded Games, which acquired the project and released an initial version in January 2013, though it suffered from compatibility issues and received mixed reception. In 2015, fully remastered in the engine, launching No Time to Explain Remastered on for Windows, macOS, and on July 17, with subsequent console ports including on March 29, 2016, and on May 16, 2016. The remaster introduced local multiplayer co-op for up to four players, enhanced visuals, new levels, and refined controls, emphasizing chaotic gameplay elements like self-propulsion via ground shots, weight gain mechanics for momentum, and encounters with giant monsters while collecting hats and . Notable for its irreverent humor and fast-paced platforming, has been praised for its inventive physics-based movement but criticized for short length and occasional frustration in controls. The remastered version holds a "Very Positive" rating on based on 1,292 user reviews as of 2025, highlighting its appeal as a quirky title.

Game Information

Concept and Genre

No Time to Explain is a action-platformer centered on time paradoxes, absurd humor, and physics-based propulsion, where the wields a powerful gun that functions dually as a weapon and jetpack to traverse chaotic environments. The game's core involves pursuing one's across alternate realities, leveraging the gun's beam for momentum-driven amid escalating ridiculous scenarios like giant crabs and improbable injuries. As a , it blends fast-paced action with puzzle-solving through environmental interactions and culminates in battles against monstrous foes, all underscored by satirical and a that amplifies the lunacy. This design philosophy prioritizes short, replayable levels that reward experimentation with the gun's versatile mechanics, evoking the unpredictable joy of indie action. The title serves as the successor to a 2011 browser prototype, a concise game that captured viral attention on for its experimental humor and simple yet addictive platforming. Drawing from the chaotic, community-driven ethos of indie creations, No Time to Explain expands this foundation into a fuller experience while retaining the emphasis on brevity and surprise.

Versions and Platforms

_No Time to Explain originated as a free browser-based prototype released on January 6, 2011, via , where it garnered significant attention as an early game developed by Tom Brien. This initial version served as a proof-of-concept for the game's surreal platforming mechanics and time-travel narrative. The full original edition launched on August 15, 2011, expanding to Windows, OS X, and platforms through digital distributors and , with handling both development and publishing duties. This release marked 's debut commercial title and remained single-player focused, without multiplayer components. In 2015, issued No Time to Explain Remastered on July 17 for PC via , rebuilding the game in the engine to address longstanding bugs, enhance performance, and introduce local co-op multiplayer for up to four players. The remaster was offered free to owners of the original PC version and maintained compatibility with Windows, OS X, and . Console ports followed, with the remastered edition arriving on on July 17, 2015, coinciding with the PC update. A version launched on March 29, 2016, also published by and featuring the updated with local multiplayer support. A Wii U port was announced in early 2016 based on classification listings but was ultimately canceled and never released. All versions of the game, across platforms, are developed and published exclusively by .

Gameplay

Core Mechanics

No Time to Explain features a physics-based side-scrolling where player movement relies heavily on and environmental interactions. The core locomotion system emphasizes chaotic, high-speed navigation, allowing for wall-running along surfaces, mid-air trajectory adjustments via timed inputs, and interactions such as igniting the player's body on fire to burn obstacles and navigate specific hazards. This momentum-driven creates unpredictable trajectories, requiring players to master timing and angle precision to traverse levels without precise control over speed or direction. The primary weapon is a laser gun, depicted as a jetpack-like device that fires a continuous capable of both and . For movement, the latches onto surfaces or enemies, pulling the player toward the targeted point in a grapple-like manner, which enables swinging, rapid directional changes, and traversal across gaps or obstacles. In , the same damages foes by direct contact, often melting or disintegrating them upon impact, while also serving to clear destructible environmental blocks. The 's dual functionality ties and fighting into a single mechanic, though its continuous fire limits strategic pauses during intense sequences. Additional tools expand on the base propulsion system, introducing variety in level-specific challenges. The replaces the in certain sections, delivering blasts that launch the player with forceful, directional knockback, offering more controlled bursts but with limited mid-air steering compared to the beam's fluidity. A mechanic appears in select areas, allowing players to pull objects or themselves toward walls for a flinging effect that builds through successive bounces, facilitating wall-to-wall traversal in narrow corridors. These tools maintain the game's on , physics-altered movement without introducing complex aiming or reloading systems. The control scheme is intentionally simple to emphasize chaotic gameplay, using basic inputs for jumping (typically a single button), walking or directional movement (analog stick or arrow keys), and aiming/shooting the beam (right stick or mouse). There are no combo systems or advanced maneuvers, prioritizing intuitive, reactive controls that reward experimentation with physics interactions over button mastery. Collectibles like humorous hats, hidden throughout levels for cosmetic unlocks, and cake pieces, which provide minor progression hints or humorous animations upon collection, integrate lightly into navigation without altering core mechanics.

Levels and Challenges

The game features over 50 short, linear levels divided into 13 distinct universes, each presenting escalating in platforming scenarios such as navigating pitfalls, dodging , and traversing hazardous environments. Levels are designed for quick traversal, emphasizing momentum-based movement with the protagonist's beam gun for propulsion, but grow increasingly complex with environmental obstacles like spikes, swinging mechanics, and altered physics states. Progression follows a linear path through the universes, unlocked sequentially upon completing prior levels, with boss encounters gating advancement after universes 1, 4, 5, 6, 8, 9, and 12. A post-game bonus universe (13) becomes accessible after finishing the main campaign, while collectible hats—totaling 59 across all levels—encourage replayability for achievements without altering core progression. The game features automatic checkpoints on safe flat areas, allowing quick retries, though some sections may require restarts from recent points. Challenges primarily revolve around platforming puzzles that demand exact timing for shots to swing or propel across gaps, alongside battles requiring to evade and counter giant monster attacks. Environmental hazards vary by , including spiked pits in early shark-themed areas, weight-gain causing slower rolling in cake-filled stages, and tongue-based traversal in later sections, all heightening the need for adaptive strategies. The difficulty curve begins with straightforward blasting in the initial home but ramps up to frustratingly precise jumps and multi-phase fights in advanced universes like inner space and fortress. Gameplay is single-player focused for the story mode, though the remastered edition includes optional local multiplayer for navigation of levels.

Story

Plot Summary

The story of No Time to Explain begins with the casually dancing in their when their suddenly bursts through the wall. The urgently utters the phrase "no time to explain" before being abducted by a giant robotic , dropping a laser gun (known as the future or jetpack gun). The picks up the weapon and embarks on a frantic chase after their across time and alternate dimensions. As the narrative unfolds, the navigates a series of time paradoxes and bizarre alternate realities, encountering escalating threats and fragmented clues that reveal the involvement of an evil alternate self—accidentally released during the pursuit—as the primary . This pursuit drives the central arc, blending urgency with surreal encounters that highlight the chaos of temporal displacement. The laser gun serves as a key , enabling traversal between eras while underscoring the protagonist's determination to unravel the mystery. also features a level editor, allowing players to create custom levels that extend the absurd narrative. The story builds to a climactic confrontation where the protagonist merges with multiple alternate versions of themselves into a composite form, ultimately defeating the in a decisive battle that resolves the timeline's disruptions. The employs a minimalist style, relying on environmental , sparse voice lines, and absurd, comedic cutscenes to convey its events without extensive dialogue or exposition. The entire storyline can be experienced in approximately 2 to 3 hours of playtime.

Worlds and Themes

The worlds in No Time to Explain span alternate realities warped by , featuring increasingly bizarre environments that escalate the 's chaotic tone. Early levels depict urban chaos, with the navigating collapsing cityscapes and battling oversized threats like a giant amid crumbling buildings and . As the narrative progresses, settings shift to surreal time-warped areas, including distorted future timelines filled with malfunctioning machinery and paradoxical anomalies that bend space and logic. A standout realm is the dessert-themed Fat Cake Universe, composed of edible landscapes such as platforms, structures, and candy-based enemies, emphasizing the 's penchant for whimsical absurdity over realism. Thematic elements revolve around time paradoxes and fractured self-identity, portrayed through encounters with duplicate versions of the that blur the lines between ally and foe. The serves as an unreliable guide, abruptly thrusting the player into crises without context, symbolizing the disorientation of temporal meddling and the unreliability of one's own foresight. This culminates in confrontations with an time-twin from another , representing a fractured manifested as malevolent doppelgangers driven by paradoxical grudges. Dark permeates these motifs, with humor like the iconic line "My ribs are in my eyes!" highlighting body modifications and visceral absurdities that prioritize and levity over psychological depth. Visually, the game employs a cartoonish with exaggerated animations and vibrant, hand-drawn aesthetics that amplify the surreal environments, from sugary confections to apocalyptic ruins. Audio complements this through chiptune-inspired tracks that evoke retro platformers, featuring energetic, looping melodies underscoring the frantic action. , delivered in a raw, enthusiastic style by the developers, enhances the comedic, non-serious tone without professional polish. These elements collectively reinforce the game's emphasis on humorous chaos, using worlds and themes to explore and time in a deliberately lighthearted, over-the-top manner.

Development

Origins and Funding

The prototype for No Time to Explain originated as a short browser-based game created by Tom Brien and initially designed in collaboration with Alex Nichiporchik. Brien uploaded the prototype to on January 6, 2011, where it quickly garnered attention for its absurd humor and simple platforming mechanics. The one-minute experience featured a player chasing their future self through bizarre scenarios, setting the foundation for the game's time-travel theme and comedic tone. In response to from the prototype's release, Brien and Nichiporchik formalized their partnership by founding in 2011 specifically to expand the concept into a full commercial title. The studio, initially operating as tinyBuild GAMES, aimed to build on the prototype's viral appeal by iterating on its core ideas of humorous storytelling and fluid gun-based movement. This formation marked tinyBuild's entry into development, with No Time to Explain as its debut project. Early development on the full game began in February 2011, shortly after the studio's inception, using a custom-built developed by the small team to handle the prototype's expansion. The focus during this phase was on refining the humor through exaggerated, physics-driven antics and iterating on mechanics based on player responses to the browser version, such as improving the jetpack-gun controls for more engaging traversal. These efforts emphasized conceptual prototyping over polished production, allowing rapid experimentation with level designs and alternate realities. To fund the project's growth beyond the prototype, launched a campaign in 2011, seeking community support for porting to PC and platforms. The campaign set a modest goal of $7,000 but ultimately raised over $26,000 from more than 2,000 backers, enabling the team to hire additional help and extend development. This success, one of the early triumphs on the platform, validated the prototype's potential and provided the resources needed to complete the initial release later that year.

Remastered Edition

The original No Time to Explain suffered from significant technical limitations due to its development in using , including frequent framerate drops, crashes when using second monitors, lack of controller support, sluggish performance with custom cursors, incompatibility with , and poor full-screen functionality, all exacerbated by the constraints of the platform. These issues, combined with negative publicity from a hacked , motivated to create a remastered version aimed at polishing the game, fixing core flaws, and expanding it into a release worthy of its fanbase after four years of planning. The remastered edition was completely rebuilt from the ground up in the engine by tinyBuild's core team, including Nichiporchik, Brien, and Luke Burtis, to improve stability, performance, and controls while addressing the original's physics inconsistencies. Key technical changes included enhanced controller support, elimination of lag and bugs, and better overall optimization, allowing for smoother gameplay across platforms. It launched on July 17, 2015, simultaneously on (free upgrade for original owners) and , with a port following on March 29, 2016. To boost replayability, the introduced local co-op multiplayer for up to four , a collection system with dozens of unlockable cosmetic items scattered across levels, new bonus levels, and achievements tied to challenges like speedruns and hat-specific completions. The was remixed and expanded with additional tracks in the 2015 re-release, while voice work was refined for the surreal delivery, enhancing the comedic tone without altering the core story. In January 2018, released the No Time to Explain Legacy for the remastered version, incorporating the original 2011 Flash-based prototype as playable content.

Reception

Critical Response

The original version of No Time to Explain, released in , received mixed to negative reviews from critics, aggregating to a score of 52/100 based on nine reviews. Some outlets praised its unique level designs and absurd humor, with GameGrin awarding it 8/10 for the game's entertaining platforming challenges, creative mechanics like puzzles and encounters, and consistent comedy that rarely failed to amuse. However, common criticisms focused on technical instability, frustrating platforming sequences, and imprecise controls; scored it 43/100, highlighting frequent crashes, glitches during boss fights, and floaty handling that turned navigation into a luck-based ordeal rather than skillful play. The 2015 Remastered Edition fared slightly better, earning a /100 on from 16 reviews, reflecting noted enhancements in overall stability and some pacing adjustments that elevated it from "bad to fine." Hardcore Gamer gave it 3/5, acknowledging improvements in playability while critiquing persistent suspect physics that led to inconsistent gravity and random outcomes, alongside universally poor boss fights marked by insta-kill mechanics and repetition that disrupted flow. Reviews often pointed to lingering issues like imprecise gun mechanics, which continued to make platforming feel unreliable. Across both versions, critics consistently lauded the game's absurd humor and brief runtime—typically under two hours for the main story—as strengths that made it a quirky, low-commitment diversion, but lambasted weaknesses in precision controls and sudden difficulty spikes that amplified frustration. User reviews on from 2013 to 2015 echoed these sentiments, with many expressing irritation over glitchy mechanics, inaccurate controls, and unfair challenge escalations that hindered enjoyment. The developers at openly acknowledged these flaws in a 2015 blog post, stating that the original "sucked" primarily due to their inexperience with professional coding in ActionScript 2, which caused framerate drops, bugs, and a messy merger of content seasons that compromised the final product.

Commercial Performance

The original version of No Time to Explain, released on in 2013 following a successful campaign that raised $26,068 from 2,052 backers against a $7,000 goal, achieved modest commercial results typical of early indie releases on PC platforms. Despite its origins as a free browser-based game that generated initial buzz through sites like and , the title struggled with low visibility in the crowded indie market but sold adequately for its low price point. The 2015 Remastered edition marked a significant turnaround, launching on , , and later , with enhanced polish and multiplayer features driving improved distribution. Steam data indicates approximately 360,000 owners as of July 2018, reflecting solid uptake bolstered by targeted marketing and the rising indie wave on PC platforms. Console ports expanded accessibility but saw more modest adoption, contributing to overall revenue that described as a commercial success despite leaving the studio in debt and serving as a key learning experience for future projects like . In the long term, No Time to Explain influenced tinyBuild's evolution into a broader indie publisher, with its humorous style fostering a cult following that sustains availability on Steam, PlayStation Network, and Xbox Store, including occasional compatibility updates. Amid the 2010s indie boom, the game was overshadowed by larger platformers but benefited from YouTube-driven virality tied to its absurd mechanics.

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