The plot is as follows: the fifteen-year-old teenager named Julia is sent by her friend Mel back in time via Internet. She gets to the sixties, when both of her parents were young, and Mel tells her that someone wants to prevent that her parents meet, thus altering the timeline, so Julia won't be born at all. She needs to figure out who this is and ruin his/her plans. At the beginning of the game, Julia can choose whether she would seek her father or her mother, thus resulting in two different playthroughs and two culprits.
The game has a hint system, hints provided both by Mel and Shy-Ann, a spiritual barefoot Native American hippie flower girl, who reveals herself to be another time traveller. She asks Julia some questions about the Sixties, and gives you a hint if you answer them correctly.
The game has a To Be Continued-type ending, and indeed, there was a sequel set in Paris in the 1920s. Unfortunately, it ended in a similar way, and the third part (presumed to be set in London at the end of XIXth century) never saw the light of the day.
Julia's Time Adventures provides examples of the following tropes:
- Barefoot Sage/Does Not Like Shoes: Shy-Ann
- Lotus Position: Shy-Ann meditates this way
- Our Time Travel Is Different: Travelling via Internet.
- Proverbial Wisdom: Shy-Ann's hints (unlike Mel's) are quite cryptic and Zenlike: for example, "The person who does unjustice cant see the right thing" and "A photo is a memory of the heart". This probably has to do with the fact that she's a spiritual hippie sage.
- The '60s
- Temporal Paradox: Someone's actions can create it, and Julia has to prevent this.
- Time Travel
- To Be Continued
- Trapped in the Past: See above. It's unknown when Julia will actually return home, since she dives deeper and deeper into time.