Hey there! Glad you enjoyed it! I'm sorry about the too easy feeling. We weren't sure on the balancing so we took the safe route haha.
Your feedback will definitely be taken into account for the difficulty curve adjustment for the release version!
Hey there! We really appreciate that feedback! I do believe we forgot about the planes possibly obstructing the camera view. That's definitely something to fix in the release version.
We glad you enjoyed it nonetheless! Be sure to be on the look out for updates if you'd like to see the progress for the release!
Hello everyone!
Honestly, we don't really expect many people to be reading this. But it's good practice to get started, right?
During development on this, we enjoyed making the game so much and had a vision for a complete version that would not make it in the jam entry. However, we are definitely going to pursue this support and go for a release version!
We'd like to thank everyone in advance who decides to hop aboard and follow the journey. We will be posting devlogs when possible and keep the community updated on progress.
However, due to misc. issues, we may or may not have a WebGL build to release. We will do our best for both a Windows and Mac download version!
Once again, thank you for the support in advance and we hope you enjoy the journey as much as or more than we will!
Ya, unfortunately we are aware of the no click bug and have worked to find a fix. We are still unsure as to the cause, which is why we implemented the save feature to allow you to go back at any time!
The no movie issue is a balancing issue we've also had trouble with.We are glad you enjoyed yourself nonetheless however!
The game has a great concept to it! A few things to point out:
I think it was level 5 or 6? The room with the 3 falling platforms at the right side. When I die, the screen goes to black, but does not fade back in. I can hear my character moving via SFX but the screen simply stays black.
The player seems to get stuck on the ramps going up and it's hard to control things while making them rewind, I would suggest making a more curved response to the rewind objects so you can follow them with your mouse, or just click and need to hold without following.
I loved the layout of the levels though, very good engagement style tutorial!
Overall, you have a good game!
Loved the aesthetic direction!
Menu transitions were a bit long though. Would've been nice if they were quicker as to not slow the flow. The kite mechanic was pretty unique and makes for a great endless runner! Though, I couldn't jump at times and was confused as to why.
But overall, Awesome turn out!
Neat, I think this is the first time i've seen rewind be the enemies weapon instead of a players tool!
Unfortunately level 2 seems to have some poor design as it's nearly impossible to get through... If the devs were the play testers, just remember that the developers of the game always make the worst testers as they know everything about the game and how to play. When they feel it's too easy, they ramp the difficulty and play test some more, leading to a difficulty creep.
It was a neat concept though! The blocks you stand on have great applications and balance pretty well with the rewind
The graphics were cool, and seemed like it would be a great game. However, I think it may be bugged? I wasn't able to use the lever to open the first door and I was able to walk through everything except the rock walls and door. The brick walls were just textures without colliders and the statues had no colliders as well. Right clicking seemed to do nothing but zoom in with a circle and left click while holding right click did nothing. No audio and the pause didn't actually pause the game...
--EDIT--
Also, the root motion was cool, but a bit jarring for the camera. A suggestion for that, put the player inside an empty game object and make that the camera follow object. Still follow the player but doesn't inherit the models jittering transform
Unfortunately, you are told nothing in the game. Just dropped in without an objective or direction to follow. You are given a clock that find by chance with controls you must figure out.
A few tips for future designs:
1. Always have a clear objective OR direction in some way, shape or form.
2. A tutorial for controls is always a good thing, even if it's just a screen with a description.
3. The environment should give you some clue as to what is going on in the game. It took me 10 minutes to figure out I could even get out of the house because doors could open/close and that there was even a front door.
Definitely a good first attempt and I hope you don't get discouraged by any negative feedback! Use that feedback to help design your next game and make it that much better! You'll soon learn for yourself what the game should and shouldn't have to properly engage the player.
Honestly, the game felt a bit empty. The narrative seemed like it would amount to something bigger/longer. It set a good premise, but the game play seemed to fall short with just a timer and zombie shooting. For that level, I stood in the same place for most of the timer without zombie interaction. The end scene had amazing visuals and I thought it would go somewhere after the call, but I was a bit disappointed when it simply ended there. The connect to the theme was also weak as it wasn't included in the game play, just at the end of the narrative.