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(+1)

This is a strange review for me haha, I've rated it very highly in every category, yet I'm not sure if I feel that way about the game overall haha

Things I liked:

>All the individual elements: The graphics were crisp and clean (although perhaps some more contrast between background tiles and foreground tiles would be useful; it was occasionally hard to tell what you could jump on at an immediate glance). The audio was excellent with beautiful music and great sound effects, I liked the change in background music too.

>Great use of the theme and a creative idea: I liked the idea of having a puzzle where you had to take into account your rewind actions, the levels with the teleporters were definitely the most interesting (more of that please). 

>The platforming was decent, with some good challenges for timing, and it seemed you compensated for 'near misses' too because i didn't have any of those frustrating moments when you accidentally bump your head and then fall or similar.

Things to improve/Things I was uncertain about:

 >Increase contrast between foreground and background tiles 

>The biggest problem to me seemed to be the competing aims of the game: it's both a tight platformer (where little differences in timing/spacing mean the difference between winning/losing and where you are on the clock), and a puzzle game (where you ideally want to be able to solve the puzzle at a leisurely pace and dont want to be punished for a lack of dexterity). It was nice that you didn't start the clock till the player moved though, so that at least helped with solving the puzzle before starting the run. >With the puzzle side of things: I feel like in a puzzle game you should try to do three things 1. Give the player all the info up front to solve the puzzle,  2. give the player as much time to solve the puzzle as needed and/or allow the player to reset the puzzle if they make a mistake rather than forcing them to lose, and 3. dont require players to meet a dexterity requirement to solve a puzzle. I think you did 1 alright after the player had already died once, but it required dying at least once on the rewind to know what the new mechanic was (so that was a little unideal); for 2 they could think about it before starting the clock, but unfortunately the player had to die if they made a mistake, but at least the reset was quick (so not that bad); but unfortunately for 3, as I mentioned before, there was a fairly high dexterity requirement to solve the puzzles (if they knew what they had to do, but couldnt get the timing/jumps right then i imagine that would be quite frustrating for people).  Fortunately for me I'm competent at platforming and like puzzle games :) I just think that it might be a bit niche as it is essentially only for people who like puzzle games and platformers, not one or the other. 

>Tighten up the horizontal movement slightly, make it less slidy: for a platformer about tight timing you want the horizontal movement to be relatively snappy.

All that said (and I know I just wrote a lot haha, sorry, just wanted to be comprehensive with my feedback), I think it was a really good game, with great elements in it, one of the best I've played in the jam!  

(+1)

thank tou for your feedback! As for the timer, it was rather a technical issue then gameplay one. We will try to make it better next time.