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(+1)

Played a bit! The gameplay is immediately very interesting, while self-clones used as platforming tools have been used before, the countdown gives it a kinda new twist

Though, potentially the spikes' killboxes vs the player's hurtbox are a bit too big?

The most interesting thing I found was that the timeclones aspect means the worse a player does, the more easy the level becomes, but to a certain extent, because the more a player dies, the more clones overpopulate the level to the point that they may not be able to pass. That's an interesting reverse-bell-curve of difficulty.

For now though, I think my main advice is potentially give the player an incentive to have as little time clones in play just needed to pass, because right now, I can make like a minecraft ladder out of myselves without much consequence (pictured below). Importantly though, I think an incentive like a score or ranking system rather than a punishment is necessary so a player with less platforming skills isn't punished for being bad, and because the clones-on-fail part is quite important to the game

In any case, really cool stuff here!

Thank you for the Feedback!


I thought about the killbox too! will make it a little "nicer" :D

I thought about adding the overall time as well as the "Bodycount" to the screen so players that want to compete with themselves(for now) have a reason to keep the number low.

if the time is enough i will add a leaderboard :D

(+1)

good idea! that's a pretty easy way to keep score

You could maybe add text somewhere to "try keep your clone number/bodycount low" or something like that, just to prime the player about the incentive