The ground slam mechanic really makes this stand out from other countdown-based platformers. And thank you for checkpoints, not even games get to doing that for jams. I also appreciated how the background gears were somewhat synced up to the timer too. I'm pretty bad at precision platformers in general, so maybe its just a skill issue, but it did feel like the control scheme was a bit unintuitive and clunky to handle. At least for keyboard, perhaps controller is better. Other than that, it's a pretty solid game!
G2GGames
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This clock setting looks sick! This is a well-executed concept, makes you feel like youre building mini rube goldberg machines. For a game jam, this is a good presentation of a puzzle design. If you work on it further, you can definitely afford to be a little harsher with the difficulty, but that's just my opinion. I do want to mention that it can be a little hard to see the game pieces, especially for those with weaker sight. A lot of the colors kind of mesh and theres not really a distinct outline, so it can be hard to catch everything without paying super close attention. Also, the camera slightly following the cursor can be a bit disorienting at times. Those visual tweaks are simple things tho, and you've nailed what matters most which is the core gameplay. Great submission!
(I was trying level 11 for so long before I noticed the bug update comment LOL. Hopefully, I can see level 12 after the jam period)
I always have to give props for voice acting in a game jams, really well done! The mechanics were easy to follow, the puzzle rooms were clear and cleverly laid out, and the sfx felt responsive and really helped the immersion. I was a bit sad that you're not allowed to use both abilities at once. I think there could be a really cool added layer of depth in the puzzle design if you could rewind your clone or have to time your rewind in conjunction with how the player sets up their clone movement. I would also like to see more of zones that nullify abilities. I noticed it was used to introduce the clone mechanic properly, but if there were partial zones that prevented either ability, that would be pretty neat to see. But that's just my amateur brainstorming so feel free to take it with a grain of salt haha.
Cute minigames. I think an extra layer of depth that could be cool is if certain actions added or subtracted from the bosses patience. Like he's literally watching you perform the task, and if you mess up he gets more impatient with your incompetence lol. That way, it's less of a standard timer, and more of a unique interactable feature.
It's my first time seeing this mechanic brought out in 3D, so good job breaking the mold! The models are kept simple (which I like since overly complex can get overwhelming) and the audio fits the ambiance very nicely. It does seem a bit unforgiving with the movement and countdown, since even a slight sidestep can cost an extra step, and I found myself losing at the edge of the exit multiple times. Perhaps there could be a more concrete definition of what a step counts as, similar to how 2D games can have tile spaces. In terms of level design, you did a great job introducing new mechanics to the player, and it had me eager for more complexity down the line.
The main mechanic is a great design concept! The tradeoff of speed vs strength lends itself to some complex strategies. The visuals were solid, especially the cover art and the attack effects. It does seem that right now, just waiting a while to charge up seems to be the best solution to oneshot the enemy. Perhaps there could be some kind of overheat mechanic to discourage that (or just balancing hp/dmg values). I also think the game would massively benefit from sound effects. A countdown based rpg combat relies on noticable triggers more than most, though I understand the time constraint doesn't really lend itself towards perfect sfx design. I would say this is a great job for a jam game.
Dang that was intense. I can't say I've ever played a city builder with such a tight deadline. And that soundtrack had me on edge the whole way through. I got up to obsidian before I ran out of time. Really well done!
If I had to critique, I think a more visible or obvious marker for where each of my villagers are working would improve the quality of life immensely, since it can be easy to lose track of things later down the line. I would love to see unique animations of each "factory" or some other accompanying effect, just to give it that much more clarity.
Dang, creative idea. It took me awhile to figure out how the fires correlated to time (tbh, i'm still not sure I totally understand it), but I think you presented it well enough. I will say I struggled a bit trying to figure out where to go, and that coupled with the mystery of the mechanic itself made the first several minutes somewhat of a trial-and-error mess for me. I think if you included some subtle directional elements in the background or the foreground, it might help direct players and minimize that feeling of being lost (unless that's exactly the feeling ur intending, or maybe you did and Im just blind). I also don't know if the ambient cave noise is doing the game justice, and I might've been more properly engaged with a more suitable music track, but perhaps that's just artistic preference. Overall, this game reminds me of Kingdom Two Crowns in how the primary mechanics of the game are something that the player has to learn through observation, and that's a great thing.
I really like this concept. I can see how the game can become hectic really fast and it's got a decent skill curve to it to. There are a lot of mechanics and details to keep track of, so I really appreciate the tutorial and the countdown timer around the letters also helps a lot. I think in a full version, if you ease the player into it and introduce mechanics one at a time, it can become addictive very quickly.
Combining Slay the Spire with Resi Evil inventory (Ik thats not where it's from but it's the first thing that I think of) makes for a very unique well-crafted experience! I think it would benefit even more if the countdowns had a tickdown animation of sorts, but for the time frame, this is extremely polished.
I liked being able to put the clock on the game timer to make it repeat, that was a neat trick! It was also funny being able to just delete the floor if you wanted to. It did feel like most of time, the timer on the dark blue clocks didnt really add much to the game aside from making the player wait, and the timing on level 6 felt sort of trial and error. Also, the light blue clock felt a bit inconsistent, and I wasnt sure if its function was to make things move or stop or both. That's just my two cents, and it was an enjoyable experience overall.
-- SPOILERS FOR ANYONE WHO'S IN THE REVIEWS AND HASN'T PLAYED YET--
Thank you for the extensive feedback! Honestly almost all my comments didn't mention anything about areas of improvement so it's refreshing to see criticism. I think your concerns are very valid and to be honest, this was a lot trickier of a concept to build around than it mightve seemed. I had to go through several iterations of dialogue before I landed on something that made enough sense for me to be happy with.
To clarify, for the final question the clue is in what the officer says before. "We saw you on cameras outside" is a lie since the parking lot cams were out of order, so even if there was a bag (which I didn't get around to drawing Red guy has very big pockets), it would be feasible to play dumb about it. That being said, a lot of the interrogation scene logic breaks when you think beyond the info provided. Like they could easily get statements from the employee, or they could be talking about street cameras. But I tried to keep it in the realm of believability for the scope of the game.
Offi-ser-i-ous :) The red-handed pun was actually entirely unintentional, so I'm glad you pointed that out LOL
(Yes, this cop is designed to be horrendously unethical, so I'm with you there)
It was mostly an alternative interpretation. "Spinning a narrative" is an idiom for basically falsifying events or manipulating things like media. Tbh, I'm not completely happy with how the theme landed in my execution, but I tried to make the most of it. I really wanted to put in a counter for how many times you had to retry for that extra incentive to answer each question carefully, but I didnt have enough time to put that in. I'm glad you liked the humor! That was honestly my favorite part of making this
This movement mechanic is insanely clean! I feel like this game has such a potential for speed runners. A cool design challenge would be to make the whole level completable in one roll, but you have to really lock in to make that happen. Having to hold down space to bounce off walls did feel a little unintuitive, but got better as I got used to it. And of course, the sfx and visual juice really make it very responsive.
One of the few games I played to completion. Incredibly polished and I can easily see this being successful on steam with a full release. Ironically, the only thing I feel like was holding it back was the spin mechanic. The draw of this game is definitely the mystery of figuring out what each animal does and how to sequence their abilities to progress. The spin for the first few times is okay, but eventually it does get repetitive and becomes more of a chore as you become more comfortable with knowing which animal you need next. Even though you can stop the wheel early, its kinda hard to track the symbol until the last second when it slows and then half the time u miss it. I spent a lot of time just ending myself immediately cause I rolled bad. That being said, that's not nearly enough of a hiccup to make me not want more of this amazing project.
This is a great take on the theme! Honestly, the most fun part for me was finding out as many infinite loops as possible, even if it gets me to -1000 spins real quick haha. It was a bit hard to keep track of which dancers would go which way and the tutorial was a lot to ingest in one go. Also, I think a great background to go with this is if the hexes were the base of an open music box. The music was very nice to listen to and I think the different types of dancers were very creative design-wise.
If you have the space for it, I would love if you tried mine! A Heist Worth Remembering by G2GGames


