thx, I didn't get that all the water tiles where 16x32, not just the bottom ones.
Brickless
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Quite confusing at first since some of the trash resets and some doesn't while the first runs are just a few seconds long.
I did quite like the concept and figuring out what needed to be done in what order.
It would greatly benefit from extending the first run a bit and maybe in exchange making the little trash return each loop. Overall I quite enjoyed it.
Sadly this is quite buggy.
Cars and powers from the shop don't reliably go away when the run starts, powers that are stated to affect 1 car affect all and anything that copies a car crashes the game.
The concept could be fun and I see where you were going with this but it looks like you just needed more time.
The only thing I actually found was intentionally bad design was having to sit through 59 seconds of animation after the goal is instantly met.
Not bad.
Fairly minimalistic concept but enjoyable.
One problem I noticed is that a large ball of enemies will catapult individual enemies outwards at high speeds, probably due to the collision interactions. Surprisingly that made it a little bit more fun, even if somewhat unfair, because it added variety to the enemies.
A second enemy type with different behaviour would have really elevated the game.
Thank you for the feedback. I did struggle to make the enemies behave sometimes, thought that specific behaviour is quite odd. I will try to see if I can recreate it and if I can I'll patch it after the jam lock down.
The slow movement is technical debt from an early iteration where the time travel was, believe it or not, even more confusing so I won't be able to do much about that, sadly.
Quite nice, has sort of a stanley's parable vibe to it so I don't even know if the missing walls I found are bugs or mend to be there :D
I liked the art and the somewhat spooky atmosphere.
It was a bit difficult to time the attacks, the enemies hurtboxs' seemed to be quite a bit larger than their models,
but you quickly adjust to that.
Only negative thing is that in the sprint section there is no time to read any of the dialog since the enemies try to kill you right as the level starts.
You start by pressing E, the gem then moves to your cursor.
Now the first power, indicated by the gem being blue, is to bring something from the past into the future.
You scroll down on your mouse wheel and time rewinds (up to 3 steps).
When you reach your desired point in time you left click on the thing you want to preserve in the past and everything else resets back to the present. (Basically just winding back time for your selected object)
Once you unlock the second power you can right click while the gem is at your cursor and it will turn green.
Now you select an object in the present that you want to stay there and then scroll down to set the world back to your desired point in time.
You left click again to confirm and the world stays at that point in time while whatever you selected remains where and how it was in the present.
You can always cancel the gem by pressing E again, once you use the power you can not change back beyond the selected point. You can always restart a level in the ESC menu (first press cancels move/attack second opens menu).
I hope this helps, I can be bad at explaining sometimes.
The city can only take a few hits before you lose the game. It starts at 20 health points but bigger rocks can do more damage.
The city also grows with your available building space so you also need to expand sideways.
I was working on a tutorial level when the time ran out.
Thank you for playing the game and I’m glad you enjoyed it.
As others have said, the controls are a bit "floaty" but I think it is only so bad because the time to kill is so long.
Having played with tank controls before I think they are all right IF you don't get stuck on something, adding a better reverse option might be all that is needed here.
The pill system was cool as you always have something to do even if enemies aren't around!
The enemy variety was great too!

