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So...

It really feels like a first game.
Having a cost for your rewind is nice as a protection against spamming.

However the game is mostly confusing, due to a lack of informations and feedback :
-Nothing says that the blue arrow is your weapon. Well, you can understand it by trial and error, but it's a bad thing to have your concept and hope that the player is familiar enough with games to understand it.
-The fact that non-rewinding enemies spawn when you use too much rewind is never explained either. It took quite some time for me to understand the link between the rewind and these annoying spammy enemies.
-The health isn't visible enough. This gets bad due to also having no invincibility period, and having enemies disapearing in the same explosion wether you killed them or they hurt you. It took me until the fifth try to even see that I had HP, and even then, they tend to all go down at the same time when there are two rewind enemies.
-You should have a "free area" around the character. It gets frustrating when I have to get close to a wall, due to the rewind monsters attacking from multiple directions, only to die because something spawned too close to me.

So, overall, the idea could have some potential, but needs work on the explanations, and the lisibility/feedbacks.
But that's a nice try for a first game, even more if you were alone.

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Well, as you said, it's your first game.
And I don't know a single dev that didn't make a mess on their first game.
Even more, you seem to have grasped the basics of creating a game, so you can now work on getting better, and understand how to polish and clarify your projects.

Don't worry, your second game will be better. And the next one too.
It's a constant progression.

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