All the effects (shoot, rewind) are really snappy and well done. Superb puzzles, and the artwork is quite nice. Even though its a jam game, but the difficulty spike is a bit steep, and the number of mechanics introduced without tutorials took some trial and error to figure out - in general I think there were just too many variables (where will I respawn after looping, where will the enemy clones respawn, which direction will they move, etc) to really strategize and puzzle solve, and I just ended up solving the hard room a bit on accident. That said, all the mechanics (other than the pufferfish) have great synergy and I can easily imagine this being a full puzzle platformer. There really should be a button to cancel your shoot if you accidentally start aiming, and the platforming is a bit too precise for a puzzle game.
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Thank you! Yes definitely not enough of a ramp up. Although its a lot more fun designing the hard levels haha. We're definitely going to add 3-5 more levels between the existing ones to show the player these mechanics in a safer environment. The cancel isn't intuitive and we're thinking of doing a button for that as well. As for the precision platforming we actually want to keep a lot of that but just make it less punishing; having both hard strategic puzzles and somewhat hard precision platforming was a goal of ours. Unfortunately some of the windows we designed are too tight or don't feel intended with how close they get cut so that will take a while to get right. Really appreciate your time and thoughts!