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<<Future Rewind<<'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #49 | 3.031 | 3.500 |
Enjoyment | #86 | 2.021 | 2.333 |
Use of the Limitation | #86 | 2.742 | 3.167 |
Overall | #87 | 2.526 | 2.917 |
Presentation | #93 | 2.309 | 2.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Hugh Tyson, Tomas Hudak, Mike De'Placido
Software used
Unreal Engine, Visual Studio, Maya
Cookies eaten
2
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Comments
Great concept, but I'm doubtful about the execution.
The controls are not following the screen orientation, and the light is flickering: I'm not sure this kind of shader suits the limitation. The kind of synchronized moves seemed laggy (but maybe it is because I am a Crypt of the Necrodancer player), and sometimes I died without any visible reason. I got stuck in the third level by getting killed again and again by nothing :(
But the idea is still good, and the game would have looked much better without the limitation!
The game was really cool! My favorite part of the game was the concept, it fit the theme perfectly and is unique! At some points during the game, due to the color scheme, I couldn't really see where my player went. Great job!
I can't try this, because I use a mac. :( it looked interesting though.
Great concept ! Had a lot of fun, I just wished they were more mechanics to play around with. But other than that, solid work !
(There is a weird issue when you spam the movement keys, like there is a "buffer" that moves your character further than is shown, I got killed by some bullets while seemingly being meters away from them)
nice art work and game mechanics!
I like it ! Inspired by the movie Tenet I assume ? The concept deserves more work to make it polished I think. The dithering thing was clever to comply with the limitation and it's nice, we don't see this kind of things often nowadays, congrats. About what I didn't like, I would say the controls should be mapped to the camera ( up goes up from camera point of view ), and the moving objects actions should be decoupled so it's more obvious that the bullets move before the hero.