Interesting game, it required me to get good at it which is nice. I liked the graphics, especially the first level, overall good game.
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CoRewind - 2020.2's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #365 | 3.680 | 3.680 |
Theme | #618 | 3.247 | 3.247 |
Overall | #660 | 3.082 | 3.082 |
Game Design | #678 | 3.093 | 3.093 |
Audio | #717 | 2.845 | 2.845 |
Innovation | #789 | 2.845 | 2.845 |
Fun | #832 | 2.784 | 2.784 |
Ranked from 97 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
The game is about using a futuristic technology, rewind, to eradicate a virus from an ancient era.
Did you write most of the code yourself and made all the assets from scratch?
Yes I wrote all the code myself, and the assets are 90% from scratch, 10% being some humanoid animations & music.
Comments
The graphics look great, especially for a game that was made in only 1 week. It has the blocky style of every single object being made out of simple shapes, including the player character himself. The lighting is incredibly smooth, giving the colors a gradient look to them which makes them not only beautiful to look at, but fitting for a minimal style. The enemy graphics contrast well with the dark background, so it’s easy for the player to scan for enemies when they’re looking around. The large structures in the background really make the areas feel more alive, like if you’re in another world.
One thing that should be toned down is the glowing of the fire hydrant-looking objects in the first level. I thought these objects were supposed to be significant, or do something since they glowed so brightly:
Also, this might be a bit of a nit pick, but the shadows seem to change whenever my character turns or moves, which can be kind of distracting:
It’s cool how there’s lots of details in the audio, such as the lava having the hot bubbly noises, the portal making a deep aura sound which stops the music the closer you get to it, the footsteps the player makes, etc.
The shooting felt satisfying with it’s hard-hitting noise, and the enemy’s monstrous hurt sounds make them feel good to kill. The player really has to strategize their movement and placement in order to kill the enemies. They can’t just run into a large group excepting to kill everything, they have to plan out which enemies are possible to kill, and when it’s the right time to grab some health. I’m hoping more enemy varieties get added in the future, as well as more weapons for the player.
When I started the game, WSAD didn’t allow me to move which confused me, until I saw that the controls transferred to my XBOne controller. However, the controller only seemed to support the movement of the character and wouldn’t allow me to look around. So because of this, I was forced to unplug my controller in order to play the game. Perhaps in the future you could include an option to choose between a controller or mouse + keyboard.
It’s kind of awkward to control the camera since the vertical mouse movement is much slower than the horizontal movement. Horizontal + Vertical speeds is another thing that should be added to the options menu, even if the vertical movement range is meant to be limited.
It is a bit annoying that the rewind mark gets placed when the input is either pressed or released, which causes it to spawn twice unless I hold down the button. This could probably easily be fixed by changing it to only work on GetButtonDown.
One thing I wish I knew for the boss fight was that rewinding restores your health. I spent my first playthrough thinking I had to use my rewind ability to dodge the boss’s attacks like if it was a Dark Souls boss, trying to dodge right before the projectile hit me. However, I always ended up getting hit by the tracking projectiles. I only found out on my second playthrough that rewinding restores the player's health, which then allowed me to beat the boss much more easily. The player should be told in the tutorial that rewinding can restore your health so that they don’t end up getting confused on how to beat the boss.
When I did figure out how to beat the boss, it kept me at the tip of my toes, utilizing my rewind ability in order to restore my health while trying to keep my distance from the boss. Perhaps you could utilize the “time travel near a breach” ability so that it can be used to dodge enemy projectiles right before they manage to hit you, instead of it only being used to jump over hot liquid.
Thanks for playing! Really appreciate you taking the time to write such an amazingly detailed feedback!
I will definitely make sure to look into the problems you've enumerated as they are to me important problems to make the game feel better. As for the content, I will be adding more enemies, weapons & maps for the gameplay to be more interesting, as well as improving the current ones which were not complete because of the time constraint.
Thanks again for the detailed feedback, it will help a lot to improve the game! ^^
Nice graphics and I like the variety of environmnets. But the use of the rewind mechanic is akward and needs to be rethinked. Also, it seems kind of impossible to divert of the enemie's bullets. Nice entry overall.
I really like the game. the graphics are really nice but I think you should've focused more on gameplay, because I rarely had to use the rewind mechanic and the enemys always hit. But besides that, great game jam entry! (rated)
I really like the game. the graphics are really nice but I think you should've focused more on gameplay, because I rarely had to use the rewind mechanic and the enemys always hit. But besides that, great game jam entry! (rated)
Really nice graphics! However, in terms of rewind mechanic, I think you could have implemented that more, because the player rarely has to use it. And also, the enemies are quite hard to kill because they always hit you and you can't dodge the bullets. You maybe should also not have made as many different environments and focus more on the gameplay and rewind.
Other than that, cool game!
Very nice game, this probably required lot of time to implement. I'd change the tutorial so that the gameplay is like what you encounter after completing it, but it does its function and is better than no intro/tutorial for a game like this. I liked the poly graphics and the particle effects. Overall great submission, keep it up!
I like the glowy aesthetic of the tutorial stage of this game but did find it quite confusing when I started the first level and the game design was quite different to what I had been taught. Interesting overall though and with some balancing, the non-tutorial section could be an interesting mobile game.
Interesting game! I like the graphics of the game. I especially love how you graphically implemented the rewind mechanics.
The models were really well made, despite them being so simple. I was impressed by some shaders you made for the game. Particularly, I loved the player model T-posing, when the player save his position!
As for the game play, I think it would've been better if you made the character be able to freely move around in the actual game, like in tutorial. I actually found the game a little too challenging. Because the character move automatically itself, I was given almost a very little amount of time to think about what I can do.
Something minor that I kind of wish that you made better were the animations. In the tutorial sequence, when I tried to move diagonally, the character feet seemed as little odd. A shooting animation would also be a nice addition to the game.
But still overall, a great, fun and challenging game!
Thank you for playing, and for the detailled feedback really appreciate it :)
I'll do my best to improve models & animations so they feel more alive. As of the gameplay I'm planning on doing more levels, and making them more based on the actual puzzle part rather than runner.
The runner was to force the player to think quickly and use the rewind mechanics with the right timings since there's no choice on forward movement. The level story is to run quickly to the portal before getting swallowed by the sandstorm (not really clear in the game but will improve that!)
Interesting adventure, like you would see on a cartoon show, kinda random, but very imaginative.
For the gameplay however, I was prompted to "remember my training", but I was put on a sequence where you lose control of the aiming, where mouse aiming was kinda what I trained for.
But later I figure out that the player bullets find a target on their own. So the training I had didn't really matter. I guess my point is that maybe make the tutorial have some value and that we would apply what we've learned playing with.
Curving the bullet with the mouse seems fun though! Maybe expand on that mechanic more. 😁
Also, "F" was barely used, might be more useful if portals were scattered around the level, especially in the boss fight, where it can help with movability/dodging.
I hope this helps! Keep it up 👍
Thanks for playing and for your great feedback :)
I agree with all you said, and will make sure to improve them in the future!
I actually planned on making the boss level be based on the portals as well but didn't have enough time to design the levels properly as I had to do it myself at the last day.
I'll have to make sure the aiming mechanic is clearly explained so there's no confusion, and the mechanics more used in even all levels.
I'm sorry but I did not like this game. The camera was to fast, one hit and you're dead from the enemies and I never felt like I actually hit the enemies. But I do really like your assets they are very well made.
Cool game, I love playing shooters :) It's super nice that you had a tutorial at the start too as loads of games didn't seem to have one and expect you to just read what the controls are but then there's too much to remember at once :D
One thing I really didn't like was how sensitive the camera was, it would definitely be nice if you could change the sensitivity in the options menu! The second level was confusing at first too, I thought the game bugged out because my character was just randomly moving on its own haha.
All in all, nice game and I like how you can swerve the bullets :) Just needs some polishing here and there!
I loved playing this game! The controls are really nice, but you could add some more animations like for when he shoots his gun. Also the rewind markers are T-posing which I thought to be kind of funny lol
For the story, I think you could elaborate more on what you're doing in the game since I forgot the story and was confused at first about running through the desert (it was still a fun level)
Really beautiful visual style and really fun to play through the different styles of levels. Nice work!
Good game, I like the Auto Aim, and the game feels nice.
I think you should try to make the character aim forward with its gun, and sometimes I collided with decorations that shouldnt kill me and they did (like the cart in the boss room)
maybe the shots are a little too short, but I dont know
Overall, Good job :D
Very nice mechanics, nice character design! The cats do a lot of damage though :^)
I enjoyed your game, good job! Hope you had fun making it!!! ^^
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