Was able to finish all the levels, really nice polished game here. Great work team!
oohicksyoo
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Just a note: This is a very WIP in progress, I only started the engine a few days before the jam and spent the majority of the jam getting the aesprite parser up and running. Dan said just make sure it has a loop so its 3 little levels and main menu :P Apologies on death that you go to main menu instead of the last level played I can see that being annoying for the 3rd level.
Great work!
Really enjoyed playing the game. I liked that you got the bad ducks that you "Killed" as new ducks in your little hoard. For the few wind up games I have played so far I think this was the best implementation where I didnt feel too overwhelmed having to re-wind everything back up.
Feedback; I had a couple of times where a bad duck would sit and attack my poor clock and my ducks wouldnt go attack them. The last feedback would be the health bar UIs in the game, currently they will overlap my character which felt a bit weird to me. Perhaps sorting them based on the main element (Character or duck)'s y position.
Really nice job, and loved the art
Really nice job applying bloom without going over the top.
Feedback ;I think some more love could be given to the UI it felt like it didnt match the theme when you rest of the game looked so good. Some elements involving time looked like 0:0 and would be nice to see it read as 00:00 instead. You can do that with some string formatting.
Thanks for the feedback!
Yeah sadly the original concept for the rewind didnt pan out. Only after the submission did a few of my discord buddies mention ways in which you needed to use it based on the environment like a massive jump or something. I agree as well that the sounds for the player and feedback are for sure needed. The pickups did have a sound however perhaps they just blended a bit too much.
Nice work on the art, as mentioned by others already a bit more direction would be super helpful.
Feedback; A bunch of the props are missing colliders so you can walk through them. If you want to fix the white lines issue that persists in your side walk art you can through the art into an sprite atlas. You can complete the top down effect by splitting your art assets in half so the top part can be on a layer in front of the player while the bottom is behind the player. Combining that with a collider thats half way will give you a nice effect for walking around objects like light posts and trees.
and again congrats on completing your second game jam
Good entry
I really enjoyed how you incorporated the theme into the game, I think it turned out nicely.
Feedback; Would like to see a bit more polish on the UI in terms of it fitting into the game more. I think the elements are good just need to be a bit more fitting into the art style of the game. I found the turrets went on cooldown/rewind a lot faster than I would of expected too so it made it hard to navigate around after having more than 6-7 placed without just maintaining a specific group of them instead.
I enjoyed the cohesive art style throughout the game game nice work. I thought the rewind mechanic was also interesting starting with everything and being reduced to nothing. The final end game fight I thought was a good idea since you could see enemies doing the same thing to you in a few of the levels.
Feedback; While the end game fight was really creative I felt the timing to be off. What I mean by that is the wizard would go to a platform and as I run across to stomp on the ground he would change spots, basically every time I would get there. This made me as a player feel like I was behind and that the best strategy was to just wait for him to spawn below me instead. A good approach would be similar to nintendo's style where they give you that extra time so you as the hero feel like you figured it out and out smarted the boss. Just like that extra 2 seconds and I think it would be really good. Some of the platforming I felt like I would get stuck in a jump state and couldnt jump sometimes. Some of the invisible colliders felt a bit off specifically the stair case at the start. Perhaps increasing the contrast of what is in playable grounds could really help with this if you were trying to sell they needed to climb the stairs.
Overall good enjoy!
Enjoyed the music and narrative to the game. Loads of reading :P
My first thought when rewind through my time would of have been going the other way 30 -> being born. So it caught me off guard for a quick second.
Feedback time; I would double check for a narrative game the spelling on some of the words that you're using to make sure it is all correct. The house in the end part is a bit out of scale; assuming you're 30 at that time you should be quite a bit higher then the current player controller.
Nice Entry!
Overall I really like the idea of the round based power ups makes you defiantly feel strong round after round. I really enjoyed your rewind mechanic and thought the execution on it was really well done in terms of the effects.
I would like to see a slight reduction to the speed, found it quite hard to drive for sure. I think the rewind mechanic as well instead of hold could just be a tap that returns you a set distance back, I found a lot of times I wasnt holding it down long enough. The last same tweak would be the UI for the cooldowns, I believe them being in the bottom left and that size was quite hard to glance to while playing the game. An implementation similar to games like LoL might work in helping that out.
Overall nice entry! It did take a while to understand what was going on in terms of rewinding I believe level 2 is where it ramped up. The gameplay once I got into was really nice although in some levels I felt I was always having to hold do shift in fear I was going to lose a platform off screen or something. I do feel a slight disconnect between the main menu and the game though, they felt like two different things.
Have fun trying out our online game! if you need or want to play with us feel free to join my discord at https://discord.gg/cpJbsxH
Did you try running the server and then connecting to it from your client? My main goal was to have it run on a dedicated pc at the end but I ran into issues with playing multiple games in a row that I was unable to do that. If you do run the server yourself you can port forward the port and have other join your game and you can play. Perhaps checking out the video as well.