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(+1)

I enjoyed this quite a bit and made it through the full game, took me somewhere around 10 to 20 minutes. Learning how the enemies move off of my movement was the fun of it, once that clicked I was setting up rooms instead of just reacting to them.

One honest bit of feedback on the rewind, I never quite figured out what it was for. I held Q thinking it was a quick way to get back to the car and it ended up respawning enemies I had already killed, so I mostly stopped touching it. A small tutorial beat showing its intended use would go a long way.

And a fun idea if you keep building, if any time cops and bad guys are both left standing, it would be great to watch them fight each other.

What did you intend the rewind to be used for? I have a feeling I was holding it wrong :)

(2 edits) (+2)

Thanks for playing and for the feedback  

You’re not the first to be confused by it. It’s not very clear. It’s a shame I didn’t squeeze in playtesting time, because I could have caught this.

The rewind feature was originally a debug tool I had while developing. The intended use is as a short rewind *after* you have died. It lets you rewind just enough to avoid whatever killed you without needing to do a full restart of the level.

To make it less overpowered, I tied its use to the watch timer. So whenever it’s held down the watch timer runs at 3x speed, bringing the time cops sooner.

I use it when I play, but I have a particular play style, which is what I balanced everything on. Essentially I leverage the watch timer as a fallback / last resort to let me increase my risk tolerance and play faster. 

(+3)

> And a fun idea if you keep building, if any time cops and bad guys are both left standing, it would be great to watch them fight each other.


Cool idea, I’ll include this