To be completely honest, I had a difficult time understanding the point of the game or what you were trying to go for. It doesn't seem like there was much thought put into the mechanic that fits the theme, but rather it feels like an afterthought and something you put in the game last minute, since resetting the level every so often isn't very interesting and is more annoying than anything. But credit where credit is due, I think the stealth mechanics were decent (though I know they're from an asset pack), but next time I'd spend more time brainstorming and try to build a game around a cool idea rather than try to "find the game" in a bunch of cool tools that you found.
Viewing post in Timerefresher jam comments
Hi Morpho Monarchy, thanks for your comment! The level design was definitely centered around that "refresh" mechanic during brainstorming. I aimed to create a "being chased and escaping" experience by placing so many enemies along the path that players would have to keep moving forward, preventing them from turning off the refresh machine. If players turned it off, they’d face a new problem: they couldn’t escape enemies by hitting the refresh wall.
Honestly, I wouldn’t call this a "fun game." But since I need to secure a 2A/3A game internship first, I didn’t spend much time developing creative mechanics.
Anyway, thank you! :)