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The rewinding is an interesting mechanic, and I like the twist of a changing environment/gravity within a single level.

The puzzle design didn't really work for me though. I finished most levels by just doing the one thing possible, and rarely hit a moment were I really needed to "solve" a level. I really liked the one where you had to place a clone that's pushed through three doors that you then open one by one, because it wasn't just about placing a clone on the next available button.

I think the game also needs a way of showing how the buttons are connected. Without that, it's even harder to plan/solve a level, and even more a case of randomly trying things. I had to stop on a level where I had 4 clones and 7 buttons and couldn't figure out which ones to press. A related issue is the camera, I think seeing the whole level at once would really help so you can plan your moves.

The controls feel a bit robotic because of the instant movement and the jumps are a little floaty, but overall I think it is fine.

I like the art style and sounds, and the rewinding animation is great.

I also like how you integrated the tutorial into the game.

I think the UI should show the current gravity in addition to the next one just for clarity.

Hey, thank you for your detailed feedback!

I recently watched some videos on level/puzzle design (e.g. GDC talks), and I think I have a better understanding on that now. We didn't have any experience on that when we made the game, so we basically just started building some levels right away without much planning. 😅

We will update the game some time after the jam is over, and rework the current levels to incorporate all of the feedback we got as much as possible, and likely even add new mechanics and levels after that. 

I will definitely work on the UI as well, since it appears that many people didn't really understand what exactly it shows and how important it is (that's why we also added that to our itch-page's description for now).

Thanks again, the amount of high-quality feedback we already got is amazing, and I'm glad you liked some parts of our game! 😀

Great to hear that you are committed to learning and improving the game!

I know it's hard to design good puzzles, especially in a short amount of time. Understanding how a player will approach a level, providing enough options in a level so they don't just stumble into the solution, but also not overwhelming them, while knowing the solution yourself, is really difficult. I think playtesting (by other people, not just yourself) is also even more important than with other genres.

By the way, we made something similar but not (intended) as a puzzle game. We would also love some more feedback, so feel free to check it out :)