I liked the funny comments as you descend through the level.
DizziestDaisy
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The hit stop when a bullet perforates an enemy was nice and juicy. I ended up getting a high score of 188 enemies. The paradigm shift from wasting bullets to maintain your time early to spending more time to make better use of your bullets later in the round was interesting and quite challenging when you have to think fast.
It took a while for it to click as I didn't realise what charging did for a while until I noticed the GUI in the top left. Once I got the hang of it, I really enjoyed it. I would have liked to have seen mouse controls personally and perhaps a bit more tolerance when you maintain higher evolutions, eg when you hit lose your evolutions rather than outright dying. That being said, trying to juggle everything to stay alive was very fun.
Very challenging and panic inducing. I think the decision to not have a tutorial or even instructions is actually very clever in this case because your first few runs are dedicated to working out how each panel operates. The only negative thing I found was that clicking the side arrows would sometime double trigger the scene change so you couldn't get the to the panels in the middle.
I really enjoyed the last level specifically, as it made you use your ghost for multiple things throughout, whereas the previous levels were less involved. I think the game would greatly benefit from an undo button if it were to become a fully fledged game, to alleviate the times where one misplaced ghost means you need to restart the entire level.
I really liked the mechanic of seeing the new abilities from your opponent and then being able to use them next run yourself while your opponent gets even more stuff. The first run I thought was completely unfair but then it clicked on the second run. I think some more explanation of mechanics and/or tooltips for the abilities would help with the understanding of mechanics. Great work!
Thanks for the detailed feedback! Random stones could definitely be an interesting addition, maybe as a harder game mode. I used Godot's Timer node for the movement, but perhaps syncing to physics would have made it smoother. I think prematurely changing the sprite for the head is a great idea and I will probably implement that after the jam. Thanks again!
I won with 80 loops (although I wasted the first two as I wasn't looking at the screen at the time)! Cool game that allows for so much unbridled chaos! It was fun thinking about how my early loops were not really helping much in the end game because they are not aiming at the boss. I am sure there is an optimal solution in there somewhere but it would take a lot of theory crafting to figure it out. To improve it further, maybe add some more interactions with your past selves?
Out of all the time loop games I have played so far, this is my favourite! The idea that you need to kill your past selves to win adds a much needed twist to the time loop platformer. To improve it further, I would consider adding death animations to make the attacks feel more impactful. Great work!
I think you did a great job of balancing the towers and the difficulty was the perfect challenge (at least for me). I found a use for every tower (although I probably didn't *need* the scythe to win). Only criticism is that the text is quite small and some of the popups are translucent, making it even harder to read. Overall, I really enjoyed your game. Well done!
An interesting take on tower defence. If you were to take it further perhaps consider having different types or carriage that take a different amount of orbs to craft with different effects and/or more tower variety. I particularly liked that the enemies used the same towers that you did and the rebuilding of the locomotive when it gets destroyed to stay in the game.

