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(3 edits) (+1)

Of the all the games I've played in this jam, this is the only one that I wanted to finish. I got stuck in a long hallway area that takes about 10 seconds just to walk through before the timer resets. The game looks and feels great. It's easy to control. I really like the rewind effect that happens. Do you log an array of breadcrumbs and then repath back? You don't have to tell me. Just thinking of how I would have done it.

The music is good. I didn't get a sense of any in-game menus or other abilities but this is really all you need. I do find the shooting sound effect from the cannons to be akin to pounding on a trashcan lid -- they sound like they clip/peak the audio. Maybe something a little softer, but that's my only real critique other than maybe adding a sprint feature for those long walks or even an item drop for speed, maybe boots? I could definitely see this going farther!

(1 edit)

Glad you liked it :) Yeah, that is correct. The state of each rewindable object is saved with a timestamp. When the rewind happens, the appropriate state is set for the current time. That also means that it doesn't have to rewind back all the way to 0, it could instead stop somewhere in the middle and all the logic is able to continue from there.

On the first prototype for this, we actually had the rewind as a skill for the player. You were able to rewind by just a little bit as well. The ability was cool, but designing puzzles around it in a bullet hell scenario was tricky. Hitting the objects to activate the different time effects worked way better for us.