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(+1)

Some things worth paying attention to while there is still time before the deadline:

- It's good that you played with the character's movement, but it doesn't feel responsive a bit.

-Inconsistency:

1) key bindings: A&D work for changing timelines and moving, but arrows work only for movement. For someone who wants to use arrows it's a little inconvenient.

2) climbing (using the example of the first level, which introduces the mechanics): You can climb the dark green vines to the highest stone, but not to the vines hanging from the ceiling or on the next stone.

- The learning curve. A level with three gaps and a box immediately after learning the mechanics of the effect of timelines on each other is overwhelming. I would like to experiment more on simpler tasks.

- In the beginning, it was not clear for a long time how everything was connected with time travel. Of course, there may not be enough time for this on the gamejam, but ideally it would be nice to add details to the background to emphasize the destruction of the area over time and its overgrowth in the future.

+ I can praise the fact that on some levels the columns in the background correspond to the location of the walls in a different timeline. This is convenient because players don't have to scroll timelines.

(1 edit)

Yes, about key binding I forget a bit about arrows movement, but it's easy to fix it, so I'll do it.
About any other things you mentioned: I'll do it, if have enough time for it