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Nice project, even more since it seems to be your first game.

I had some problems with it, but they are minor and easily fixable :
-The physics felt a bit wonky. Mostly when I try to walk on a floor that's a bit higher than me. And some cases of crates getting stuck in the wall (which gets pretty annoying for level 6).
-You should disable the collider of the cat when you rewind. It's weird that you can push crates while going back, though it never created a bad situation for me.
-The "end" key is really not good to use. unintuitive and weirdly placed.
-When in a dialogue (mostly for the food), you should lock the character in place, instead of locking it into its movement. This can kill the player sometimes, like if you get the food with a jump but there are spikes ahead.
-The main music has a strange start that gets annoying really fast. Even more since it loops back every room/death, instead of going on.

However, the level design was nice, the system is working, and you've got a good amount of levels.
So, overall, that's quite a good work.

Thanks! Yes it is my first public game. I have made some before but I have not finished/published them. 

Yea, I know there is a bug in colliders and level 6 is suffering from that. :/

My goal was to use the rewinding also somehow and the collider is enabled on purpose. But do you think I should turn it off? I playtested it a lot and it didn't cause any problems.

"End" is used only because it says "End" on the key. I put it there because I felt it was fun. =D I'm considering to change that because it is quite far apart from other buttons and it should be easy to stop rewinding on the spot player wants to.

I am planning to compose my own level music later on. I just did not have the time to make more than intro/game over and "boss" music.

Thanks for your comments! Constructive feedback is always welcome.

(+1)

Well, for the collider during rewinded, you should remove it if it serve no purpose.
However, if you do something more with the rewind, and it becomes useful, by all means keep it.

Right now it's not even a real "problem".
It just feels a bit weird when it moves some crates, but it isn't a big deal.