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Interesting game. It didn't maybe follow main topic of the jam that much (no time related mechanic, just a timer) but I need to say that you definitely spent quite some time to make attack patterns interesting. Still, I would say not every of them were balanced correctly. Like for example following turret - since it shoots in random directions, you often get into a situation where there is no room to dodge and you lose your life. Spiky attack pattern with no turret can also make some troubles, since there is not a lot of time to move between patterns and because of that, when single spear is launched on the player, it often hits them, since they haven't moved from their last position too much. I liked much more standing turrets since even if we count the example where we have shooting in random directions, there is much more place for dodging attacks. In terms of spear throwining from the sides patterns, they could have a bit more cooldown between them or they would fly a bit slower - sometimes you may just not notice that you are in a perfect place to get killed.

That's all I would have to say about the game. It was still, quite interesting experience.

I wanted to keep the time manipulation as more of a theme since it's a Soul extending it's time alive in an otherwise unnatural way similar to controlling the flow of time on the fly but the effects aren't as obvious so to speak.

I definitely agree that a lot of the frustration that can be experienced can be experienced via unbalanced trials, I did try my best but balance has never been my strong suit but I have faith I'll get there eventually and having someone point it out is always helpful!

Glad you found it interesting all the same.