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(+1)

Not gonna lie, seen many of the "rewind time" interpretation thus far in this jam but what I like about this one is that it has a pratical and functional use to it and it doesn't stop the action but rather feels like its part of it. It is a bit buggy and somethings it would just put me back out of the track or maybe the visual queues to let me know where I am just was not working.
Something to add, and maybe this happens at later levels and I just did not make it, insenstives for going through the hoops in addition to scores might be refilling the rewinding bar

(+1)

Hey! :) Sorry about that, I *think* that might be the poor implementation of the recording steps. I don't know why I went with 1 second intervals, but it did feel ok when the game took away your momentum on rewind. I changed that near Version 1.0 so that the velocity was preserved (making the game way faster!), but I should have altered the steps to .5 seconds or so (I checked it out for my first pots-jam release).

Basically the rewind is a constantly building stack of structs with position and velocity information. With the interval at 1 second though it feels a little choppy or non-precise when the game gets fast.

I could be totally wrong of course and maybe there's an actual bug, but I've not seen it put you anywhere you haven't been at a point in time, what it sounds like you might be describing is when you stop the rewind before the 1 second interval is hit so it plops you back where you just were :)

Hmm not a bad idea some loops could actually be rewind energy boosts :) Most of the game right now is about managing your rewind to maximize your score which is a combination of action and planning (knowing when the best effect is to "split the track" and hit two parts). I also need to play with the recharge rates a bit (also tweaked for post jam!) :)

TLDR: Sorry for the wall of text, but that was some thoughtful feedback you left, so THANK YOU! :)