oh, it never traveled more than a couple car lengths for me
Perhaps sonething is going wrong with physics or the framerate
this feels rather complete for a gamejam game, well done!
the graphics are nice and the gameplay works well
the enemies as well as click count per object could have done with some tweaking imo
(slimes are hard to aim, having to click so often is a bit tedious)
i'm not sure about the whole color and symbol system it feels a bit tacked on rather than something that synergized with the core gameplay
while some variety can be nice in a longer title i think i would have preferred for you to focus on one of the two games and really make that as good as it can be in the given timeframe
the stealth sections are quite neat and fit the theme nicely
the distance at which the guard catch you is a bit hard to determine, some view-cone visuals might have been nice
also doors not opening back up in rewind can lead to some strange situations, i would have been nice for the whole system to be a bit more deterministic
the parkour stages felt like a cool and quick diversion at first with some nice aimation and music
unfortunately imo they are just way too long and the perspective sometimes made the jumps hard to time
(they reminded me of the shoot em up stage in bayonetta, nice diversion in a casual playthrough, super frustrating in higher difficulties)
i could not get past the second parkour stage, tried 10+ times but the boxes and poles sometimes spawned in such a way that made it really hard to avoid
cool concept, as soon as you have a room memorized its quite fun to breeze through it
since discovering the layout of a room is a bit trial and error having to do the earlier rooms over and over is quite frustrating. i feel there should have either been checkpoints or some way to preview the other timelines though is can see how that problem might be hard to see when your the one developing it
this was great fun, i really like the concept and the implementation is solid
appreciated the different enemies and the combo meter works really well with the mechanic
rewinding is kind of overpowered though, while thats perfectly fine for a prototype i wonder how that could be balanced in a full game
might be cool to have different modes ala geometry wars(limit extending path length, enemies in closed path areas are killed, ...)
i got a highscore of 554
the clean simple style is quite nice and the rest of the game is really solid
the two plates are a bit weird, i'd just switch between them until the clock moved in the right direction
i think this kind of game desperately needs a score and not using the clock as the score is a bit of a missed opportunity imo
had to peek at the walkthrough twice(lvl 1 and 3) but eventually i did it!
theres some pretty clever design here and when you get the hang of it its really fun
the rewinding background also looks great!
physics base movement is always a big challenge in unity and the general movement could have used some tweaking for sure. combined with the high difficulty dodgy movement can be pretty frustrating. thankfully the checkpoints are very forgiving
good job overall!
pretty original take on the theme, nice!
i always like it when people record voices for their games.
would have been nice to have some indication of how close i got when rewinding
the timing is really tight and i struggled to get any hits, maybe awarding reduced points for a larger window would have been nice