This game is honestly too easy, it is trivally easy to go infinite. Some difficulty scaling or a goal would be appreciated. I enjoyed it though, just reached a point where I figured I might as well stop playing.
Henry C
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This game was really fun! One thing I would like to add is that since you're going to the work of tracking the character movement while reversing time, it would be cool if it could interact with the world somehow and contribute to puzzle solutions. Ex lets say you could push a clock into your character's previous path, then collect it on the time rewind. Overall really cool tech and mechanics!
Thanks for the feedback! In regards to the big grem, it looks like you're the second person who's had this issue, but I have never been able to reproduce it myself, so I'm really stuck trying to figure out what causes it. Do you remember if there were any grems spawning in the courtyard at any point where it was gone? Or if the trees grew back? And when you looked for it, were you checking specifically in the area 1 year ago?
I'm glad you enjoyed the game, thanks for playing!
Really fun Sekiro like! That being said Sekiro is mostly hard because of the jank and this is like a 10x jankier version of it so yeah for the people who haven't played Sekiro before and gotten used to it this game is probably unplayable lol. But I beat it and had fun, it really gives me the classic Fromsoft vibes, from having 0 clue as to WTF is going on in the plot to serial running-past-enemies syndrome. But to me that's just the charm of these games, and I had fun.
Very awesome concept, and fun game!
I want to give my thoughts on some of the small issues because I think there is a lot of potential here if some kinks are cleared out.
First of all, there are a few physics bugs, I randomly clip into things a lot. I think most of these issues can be fixed by simply adding some code to push the player or other objects out of terrain/each other when they get inside them which happens fairly frequently. Also, the fact that the item you're holding has collision means a platform can go between the item and the player and you can "hang" off of it which should be easy enough to fix by just moving the collider down a bit.
Besides that though I have some thoughts on each level individually:
Level 1: I believe the intended way to complete this level is to press the button, restart, the spring lands on the platform, and you take the spring. However you can just freeze the spring at the start of the level and bypass that entirely. You can fix this by making it impossible to use your time freeze thing at the start of the level.
Level 2: Not much comment, pretty straightforward, although personally I'd take away the ladder and force the player to jump off the key midair because I think it'd make it a bit more interesting.. Also I would appreciate it if the roof was a bit higher.
Level 3: This level was weird to me at first because of the fact that in this game all buttons are linked apparently and hitting one button causes the others to automatically open, which is never really explained and is very unintuitive. Also, while I understand why objects fall off when you climb ladders (although they should really fall to the side instead of staying on your head), the fact that they randomly come off when you are walking on top of a ladder is just annoying. Also the key ends up behind the door when you try to throw it there.
Level 4: Again a level where I think you're supposed to use the button, freeze it, then restart, but this one like level 1 can be bypassed entirely by just freezing the key and grabbing it, moving it off the conveyer belt, freezing it again, and restarting, so now you have the key off the conveyer belt so you can just freeze the spring and go.
Level 5: I think this level is pretty clever, the intended solution (letting the key go around one loop, then unfreezing the key and freezing the platform at the start of the next) is very cool. However I did it by freezing the key mid fall and waiting 2 loops at which point the platform pushes the key to on top of you and you can just unfreeze it and grab it. Personally I don't really think it makes sense that frozen in time objects can be pushed around or interacted with; the fact that a frozen key doesn't experience gravity but can be moved sideways by a platform is just ???, and same with the fact that for some reason you can press buttons when they are frozen in time. It would make more sense for the platform to get stuck on the frozen key, and only by unfreezing the key can things move it.
Level 6: I didn't really like this level because I feel like it is one that is conceptually simple (throw the bomb through the wall then freeze it so you can pick it up from the other side) but mechanically difficult, while puzzle platformers should really be the opposite. Running out of time when the door is open because you need to pick up the key that's fallen behind the door and is invisible is IMO not the way to make the level hard.
Level 7: Another level with a switch mechanic that can be bypassed by just freezing the bomb on the conveyer belt and grabbing it. But I liked the concept of this one a lot, where you want to put the bomb between the layers then reset and unfreeze it. I did have a weird bug though where the frozen bomb experienced gravity which did make the level easier but I don't think it's intended.
Overall though I really liked the game and the way the two main mechanics (stasis + time rewind) interacted with each other, I think it's awesome and I'd love to see a fully fledged game built around these mechanics. Great work!
Thoughts on the game: in the end, having a delay on the pogo is just not a fun mechanic. If you want to make it similar to jump king make it so that you can hold space and you swing on release, and if you hold space longer you pogo further or something, and design levels around that instead of making purely timing based. The current design of the mechanic just doesn't really make sense since it's clearly arbitrary and only there to make the game artificially hard instead of introducing any interesting decision making (you need to do the exact same thing as you would with no delay, just slightly earlier). Imagine if jump king, in order to make it harder, made it so that instead of jumping when you released space, it would continue charging for a short period of time for no reason. That's how it feels right now, and it just isn't good.
Here you go. Every single boss hitless through and including FWMC, in 16 min. Would have done Nerissa and Biboo too but my changes to reset the boss HP after each death broke with FWMC's shared HP bar so she kept respawning, and I figured since that's as far as you got this proves my point. I'll make a proper "Radiant" difficulty for the game and beat it with the 1.0 Patch I'm planning to drop after the jam ends but yeah. Every single boss attack is not only dodgeable, it's not even that hard considering this includes my practice runs.
FYI FWMC has a fairly long telegraph before they swap because Fuwawa stops attacking for like 5 seconds before it happens. In fact every single boss should be pretty reasonable to do hitless besides Shiori, maybe I’ll make a vid at some point. Also there should be like 5-10hp worth of pots around the map.
Cool thanks! I'm curious as to how you got stuck on the room on the right, was it at the very start of the game? Because there is a bit of a railroaded tutorial at the start where you are supposed to learn that you can loot corpses from your past lives so the doors shut until you do so). So if this happened at the very start of the game there might be some issue with the flags, if it happens again could you send a screenshot of the game and your inventory and I can try and figure out what happened. But glad you're enjoying it, I can't wait to see your reaction after you beat the game and experience the ending.
Cool game! Really liked the core gameplay loop. I will give my own thoughts on possible additional features to spice it up since I see a lot of potential:
The lack of variation/progression in the map was a problem. Enemies should meaningfully scale with player power so the game doesn't get boring as it gets easier. If you are worried about enemies outscaling the player just make the difficulty increase optional ex. poe2 map mods. Allows for a more satisfying difficulty curve without much more work.
Making lategame soul gated is kinda lame because you don't get them from killing enemies, so you just load into the map, run around and get souls, and leave. It should really be the opposite, early game should require more mats which are easier to get while late game should require more mats that enemies drop.
Enemies do too little damage. In a game like this it'd be fair for a melee character to do 1/3 of your health and a ranged to do maybe 1/5. Health felt useless and I was literally intentionally tanking like 5 enemies at once because I knew they couldn't kill me. For context I didn't die or fail to extract a single time the whole game.
Kronii's attacks are just way too fast to avoid. I beat her first try with fairly minimal upgrades by just standing still on the portal and whaling on her because trying to dodge her attacks is a waste of time. Just decrease the projectile speed 5x and increase the number of projectiles by 10x and it'd be a proper bullet hell fight.
You could try and make upgrades a bit more interesting. Some simple options I can think of are: multiple projectileinstead of just one, penetration of more than one enemy, crits, lifesteal, But I don't have a big complaint honestly, the skill tree is fine for a game of this scope, if anything it's a little too big.
Overall I still had a lot of fun though, good job!
Thanks for playing! And to answer your question, the answer is either infinitely many or none, depending on how you define it. The model of time travel I use doesn't place any restrictions on causality once you've gone into the past, which basically bypasses the notion of paradoxes entirely. As you can see from the game it can lead to pretty insane consequences, if you want further examples you can read the Pathfinder series by Orson Scott Card, which has pretty sophisticated time travel mechanics and was one of the inspirations for the main mechanic in this game (note I'm not sure about the quality of the books in general because I read them a long time ago, but I remember the time travel stuff because it stood out to me as being really interesting).
Neat game! I think there's some fairly interesting emergent strategy in it, like the fact that its optimal to always wait with your guys when they're full HP and only attack when they're 1hp. The reason is simple, they can only ever get 1-2 attacks off (unless they kill with an attack but you will always rather let La+ do that), so if they attack ever at full hp, they will be left low hp and will die without getting their attack off. If you just wait next to the enemy and they hit you, then you will be able to hit them back and guarantee your 2 attacks.
Thanks for playing! Also FYI, Nerissa’s fight has both notes and rests. Rests are used in sheet music to indicate a period where no sound is being played, so they don’t do damage. It’s something only a musician would know, so I wasn’t sure how well it’d translate for anyone else, but I’m glad you were able to sorta figure it out and beat the fight anyways.
Thoughts on the game:
I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea).
After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these.
The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game.
Thoughts on the game:
I ended up beating this game without dying a single time first try. Proof: I know there is no reward for doing so lol. Also did it without rotating any pieces (didn't know that was possible). As a result the game felt a bit samey as I just did the exact same thing every single level: I stacked blocks below me and jumped up, and rarely used any other blocks than the one and two block high ones (I know now that since you can rotate that's technically all of them but same idea).
After thinking about it, I think it's because the only things that can actually be a problem are 1. platforms above you where you box yourself in 2. accidentally blocking off your jump with a 3 high wall and 3. falling. Unfortunately all 3 of these are trivialized by simply building wide, I just spammed the 4 wide block and never had any issues with these.
The boss levels were cool because they added mechanics but the other levels all felt exactly the same, you just tower up and if there's something above you just put a few 4 wides and you're fine. But other than that I would have liked some variety in level design and gameplay, I think not taking away any blocks is a bit of a problem because once I found a strategy that worked I had no reason to deviate from it at all the rest of the game.



