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I managed to complete this game all the way through, and I enjoyed every minute of it.

The graphics are pleasant to look at, and are utilized  well too. The way you have bright colors contrast with the gray floors and walls makes it  clear of which objects are important. It's also easy to determine where each square is on the grid since the squares have rounded edges that exaggerates the grid's edge location, and because they are separated apart just slightly enough.

I liked how the mechanics of the game were introduced one at a time as the player progresses through each level, instead of just shoving all the instructions into the player's face at once.

I also enjoy how you have to exploit the enemies' AI in order to get them to move the way you want them to go. However, there was a few times where the enemies would merge together into a single spot and become one enemy.

One thing I feel should be added to the game is the ability to undo your movements instead of having the player start the level all over again. It makes it much less punishing for the player to make a slight mistake instead of resetting their whole progress. Try taking a look at the way Baba is You implements this ability to undo mistakes.

Thanks for this great comment! I'm glad you like the art, it was meant to be just for the prototype but I kinda liked it and didn't know what else to change it to so I just left it. Also, I was meant to point out in the game that the enemies are dumb and try to move to the square closest to you, even if there is a wall in the way, but you seemed to figure it out anyway. Yeah I also noticed that the enemies would 'merge' into one and spent a whole day trying to fix it but I just couldn't with the way I did it, so someone gave me the idea of making it a 'feature'. I still would've liked this to be fixed but it doesn't seem as bad because I pointed it out in one of the levels. That is an interesting idea of being able to rewind the player, but I feel like that changes the game a lot and isn't really necessary. It could be good but I personally like figuring it out and being able to do the whole level in one go. I mainly think this because it doesn't take long to get back to where you were, but still thanks for the suggestion! 


By the way, I've seen some comments you've left on other people's games as well as mine and I really have to say thank you. It's so nice that you put so much time into commenting and properly reviewing and even finishing peoples games :)

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Aw thank you! I've been enjoying playing people's games in the jam during my free time and I like trying to help other people with some of their game design as well. Speaking of free time, I tried to see if I could come up with a solution to the enemies colliding based on a previous grid-based puzzle game I made a while ago. I'm not 100% sure if this will end up working  however.

One way I can think of to prevent the enemies from colliding together after rewinding is that if an enemy rewinds into a spot that another enemy is in, it would cause a chain reaction of that enemy to also rewind back into its previous spot.

As for the enemies' normal movement, during a turn where enemies are about to move, an array will iterate through each enemy to determine their movement.

When the array iterates to the first enemy, they will determine the spot they want to move to and "claim" the location of the spot.


When the array iterates to the next enemy, they will check and see if the spot they want to move to is claimed or not. If the spot IS claimed, the area will be treated like a wall and will try to claim an area around it. Either that or they will just claim the spot they're already in if there's
absolutely no way around the previous enemy's claimed spot.


If the enemy finds a spot to move to then they will claim that spot, and the array will continue to iterate until there are no enemies left.



Once the array is done iterating, the enemies will move to their claimed spots all at once.


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Thanks for the reply, not gonna lie, I basically already thought of what you mentioned except for claiming spots (because i didnt have a movement animation before so it wasnt needed) but I will try to fix it some time. I just found out that you can do yield return StartCoroutine() which will really help with getting this to work properly. I will use your idea and have an foreach loop claiming positions for all the enemies and then another one moving them all. Anyway, I might not do this straight away but I am thinking about uploading a better version of the game on a new itch page so feel free to look out for that some time soon!

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Alright, I have fixed all of the bugs that I have found in the game and posted it at https://break1.itch.io/rewinder . Feel free to check it out if you want and thanks again for your comments!