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Technically, it's the most impressive thing I've ever seen come out of agdg. If the mechanics or execution were lesser, I wouldn't be giving the following feedback, but as it stands I think it's worth saying.

You give us this incredible avatar, a wizard that can bend space and time to his will. And what do we do with such power? Whack little bugs and plants. Jump over spikes. Climb random structures. Nothing out of the ordinary for an SNES era platformer. In a way, it's kind of awesome how it transforms those tedious experiences into something new. You really have to relearn your risk assessment, and how to think non-linearly and experiment with how to use the mechanics. 

But on the other hand, I can't help but think about the game that these mechanics want to be a part of. It's a bit like you've just created Superman, but are only facing him up against run of the mills robbers and crooks. When what you need is a Lex Luthor. Not even in terms of a specific villain, but in terms of the types of challenges you're giving to the player. 

Imagine fighting an actual God. 10x your size, more powerful than you can even imagine. In a straight up fight, you stand no chance. But you are a wizard who controls time and space. When the player finishes him off, it feels like they basically achieved the impossible. Imagine traversing a crumbling necropolis, using your time rewind powers to actually interact with the far past, unlocking the secrets of the city and the long-dead civilization that inhabited it. 

Anyway, sorry if this feedback is presumptuous. I don't really know where you're at with development. I just want to see the best for this project, because I see such awesome potential in it.