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(2 edits) (+1)

This game is insanely good! so high polished in terms of mechanics, visuals, atmosphere, sounds, feedbacks! I just fell in love with it! Even if this is the base idea of a timeloop game where you have X time to do Y before the loop restarts, so you do Y in increments until you win, this game rolls with it and gets the most out of it. Very carefully crafted puzzles with some platforming and a banger atmosphere. I got goosebumps like almost every time the loop restarted and glock struck DONG! I also liked the green vignette filter over my sight as my time got closer, very well done how multiple things communicate to me how much time I got left, with my vision getting greeny so starts my franticness to finish the task at hand! so nice. Also the mansion feels alive and like a real location, even with game-y placed obstacles. The rainy outside area with the buttons, the gloomy red room of the mansion owner, the greenish toxic room, so much variety and memorable locations. The amount of polish is amazing. I realise the models and textures are not yours? but still the arrangement and lighting is very nice!

If I had to critique one thing is that, the parallax effect or blur effect was faulty sometimes, especially when I climbed the stairs the camera just felt out of focus. Also Design-wise, I would have preferred if my character did not carry the key around in front of him all the time, I found it to be distracting at some occasions, maybe a UI element in the bottom left of what my current equipped item is could fix that? and when the time comes to use it the character pulls it out? but maybe then the players could misunderstand that you carry over items from loop to loop... I'm sure there is a middle ground though. Anyway very nice game, I love it! Keep it up!

Wow! Thank you for your honest review, not many people take the time to write reviews like yours <3. Also, I'm so glad you enjoyed it.

About the assets, no, they are not mine. Most models are from Sketchfab, even though I had to edit or re-texture some of them. However, as you mentioned, I struggled doing the arrangement and lighting, and I'm pretty happy with the results :)

About the blur, that is actually a bug. It seems that Unity's Depth of Field on WebGL increases its intensity the lower your screen resolution is, so each player sees a different amount of blur, even blocking their sight completely when the timer hadn’t even started approaching 0. I'm not really sure about how to fix it, but anyways I discovered it once the jam ended :/

And about your recommendation about the key, you are totally right! Maybe it would be better if I added a UI icon and made the key appear once you are close to the lock, preserving it too for a few seconds when you respawn to make it clear that you kept it. I didn't think about it while programming it but you are right, thanks :)

Again, thank you for the time you took to write this comment. I wish you the best :)