Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

What a cool premise!  In most RPGs, the enemies progress slightly faster than your party, but in this one, I see that the enemies mostly remain the same power while you go back to a point where you were weaker.  Normally, you'd learn how to fight enemies, use that knowledge for a bit, and then discard it as you get powerful enough to steamroll that particular encounter.  But in this game, it's important to pay attention to the behaviours of easy enemies you're steamrolling because they're relevant in your future instead of your past.

Interestingly, I've felt like most of these jam games have an inverse difficulty curve where you start out having to ration every resource, but in the endgame you have enough characters and resources to spam strong attacks and heals as much as you want.  That makes the difficulty curve of this particular entry feel like an oddly good fit for this jam since the "early-game" is near the end instead of the beginning.  Since you start in the "final boss fight", it's not instantly clear what your characters roles are or how to use, which turns a fight that would be fairly straightforward for a real final boss into a test of adaptation and thinking on your feet.

After doing some of the hard and resource-stingy combat-focused entries, this one felt like a nice, chill break.

The way information was conveyed to the player was excellent.  It starts out intentionally confusing, but slowly reveals how everything got to that point in a satisfying way.  Narratively, the story also does a good job of ramping down the tension as you go along to match the tension the story should have at that point in time.  The music switches went a long way towards making this work.  Two of the puzzles seem like guessing games at first, but provide clever ways to solve them.

Overall, thanks for making this! :)

(+1)

Oh gosh, thanks so much for such a thoughtful commentary! I'm honestly just so touched I needed some time to say how much this all meant to me. :)

I'm also very, very glad that the different approach to combat felt right, since it was mostly a requirement of the plot being a typical RPG plot, but working backwards. Keeping things interesting was something I had to put a lot of effort in.

I wasn't quite satisfied with how the puzzles turned out, and if I did remake this game I would add more foreshadowing on them, but it's still good to know that they didn't feel entirely unfair. :)

And thank you for playing this! It's hard for someone like me to ask a stranger to take time out of their lives to see if my wild take on a genre of game will strike their fancy or not, so I'm very honored for every player I learn gave it a try. :) Reading this really made my day.