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Thanks for the feedback. This was the first game that I implemented hitstop in and I wasn't sure if it had enough impact so I turned it up quite a bit too much(that quarter-second freeze you described is closer to half a second)! Also, the purpose for depositing time in the clock is that killing enemies both adds time to the time you hold and multiplies it by a small amount(1.1-1.2). The idea was that you gain more time the longer you spend without depositing it, creating an interesting risk/reward mechanic. I understand that the visual clarity of the clock was definitely a point for improvement, but did you have any other thoughts about how the game played?

Now that I understand the time multiplying, that's pretty sick. The attacks felt really nice, responsive, and intuitive when you use them and played well (aside from the near half-second hit stun LOL). 

Another thing that would help the game is knowing why you died, whether it was from an enemy, a previous self, or the time running out. I found that most times I died, I wasn't sure why. A quick death animation that highlights the source of death or something would be good. 

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Yeah, that would definitely be helpful. Funnily enough, the reason that the game ends instantly without a death animation is because the player and the enemy both use the exact same code, its just that the enemy script modifies the Inputs given to itself. Because of this, the way enemies are instantly deleted, you, the player are also instantly deleted. Definitely a bad decision by me, though I'm glad you liked the combat in the game(except for the half second hitstop). Also, I played your game and it was pretty fun!