Haha, yea. I've been using the same menu template for all my jam games for like... 5 years now. I originally the left the Quit Game button in there from when i used to do desktop builds. I've just been too lazy remove it. :-D
And yes, this is 100% 3D. Using libGDX's basic 3d api. The only things that are not 3D are the text boxes that pop up, the hearts and the Knight sprite. Those are in a separate scene2D stage and viewport.
BobIsHere
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I thought this was awesome. The style and art look superb. The concept for controlling the individual tasks, shooting/reloading being dedicated to each hand worked well. Can be very difficult to manage all that at the same time. But with practice it works. Very well put together. A+
Also, got about 200+ score. I promise it's legit, see for yourself! 
After 2 years, I finally ended up using this pack and a few others to mash together a very simple pinball game for a game jam entry I did in December. https://bobishere.itch.io/bump-and-blade
I picked up the interiors you recently added as well. Keep up the great work. Such a nice style! :-D
Everything is Box2d. In most of my Jams I've always done simple custom AABB collision checking with rectangles or circles. But this seemed like the perfect excuse to finally dive into Box2d, way too many custom shapes/polygons to worry about. And doing it myself would probably take forever and just have a worse result anyway.
Ah, the Champion has arrived! Glad you enjoyed it. That secret passage was a mercy. When testing that level, I was like. Ya know, this is a little TOO frustrating to backtrack through. How about a tiny bit of "help" for those who can read signs. Glad it didn't go unnoticed. Thanks again for the nice words!
Ah, thanks man. So the code to deal with the recorded moves is done in a surprisingly simple, but probably messy way. I literally just have an array with an instance object that contains the x and y positions and the characters current animation state. Every frame I just add an entry to that array. And then when time comes to "go back in time" I basically just create a new player character and every frame i update the time clone characters x and y positions along with state, to match what the array holds for that frame. So the clones are not performing any actuations, just frame by frame going to the x and y coords and state i recorded for that particular frame.
Again, Thanks for playing. Also, just updated it to add the levels which I was not able to put in originally in time for the jam review.





























This was great. The mechanics were exactly on point with the theme. Felt like a fully realized concept, which worked great with the puzzles you came up with and using interactions with the past version of yourself was done really well. Great work. One of the best of the jam.