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I've only played the first couple of levels, but the second half of the first level confused me. 

The hostage situation was great; my objective was clear, and I found it pretty fun to go through it with the rewind ability. But once I got past the tug boat, I got confused about where I was supposed to go. The jump from the first to the second platform was far enough that I didn't even realize I could do it. It ended up taking me a few tries before I actually did. 

I couldn't figure out what to do from there, so I ended up just hitting the nearest boat with a truck and using it as a platform. It did feel cool, but also unintended. I still don't know what the actual end goal is.

Also, more minor point: the fact that you can rewind and get your ammo back is cool, but it's pointless if the ammo isn't finite. Perhaps consider limiting the amount of ammunition a player has.

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Thanks this is really great feedback. 

I'm happy the hostage part worked ok.

Right now the end goal is to reach the tug boat (the one with lights on it behind the big wrecked ship.) Maybe it needs an objective marker.

That platforming section only makes sense if you know that you can shoot down the crates by firing at the hooks that hold them, and there's no tutorial for that yet. I didn't think that jump was possible either so that's impressive! (You can shoot a crate down, jump on it and RECLOCK to ride it back up.)

What this game really needs is a great level designer.

I considered limiting ammo but might be annoying if you run out? I suppose I could do unlimited pistol ammo and let you take clips from dead enemies for other weapons. Could seem illogical that they still have ammo if you take it from them and then RECLOCK though...