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Really liked it, tons of heart and originality. Made it to the end twice.  The ending animation cycling three times confused me a little made me think I let go or had to let go. If there was some part of the animation that didn't reset it might be more clear. Also mechanically not sure about the half second or so delay after letting go but before time resumes. For tighter controlling maybe it should resume right away? I think this was done in unity, so you can also do Mathf.Lerp to make the transition into effects feel a bit smoother. That's my only real criticism, because the time effect is very start/stop, some of the timing tasks (like the jumping up from a box) one are kinda luck based. On my second cycle I considered trying to no-death the game but those levels make it effectively impossible.

Still, considering how made from scratch this was and how genuine and fresh it felt. I really liked this, moreso that games that are obvious and more "polished" but in that phony using tons of off the shelf assets and code kind of way.

Hey, wow! Thanks for the in-depth feedback, this is extremely helpful! And I also appreciate the comments about the heart and originality, I put a lot of myself into this and it was exhausting but really fun. It's also very kind of you to play it twice!

My friend and I discussed that the ending wasn't totally clear and I didn't have enough time to figure out a way to fix that but I think you're right, it's a bit hard to convey and we definitely could've done more. 

And I'm pretty sure time resumes instantly after letting go of shift. The code is setup so it triggers that instantly. Lerping would've been cool for sure too, but it should be instantaneous and I think that feels tighter. 

Thanks for the feedback, this is really helpful! I'll be sure to leave detailed feedback on your game later tonight!