Loved the crazy taxi vibes. A piece of criticism I'd offer is I would have preferred if the location of your package and delivery location weren't on the top right but instead placed more directly the screen so i could drive and see where I needed to go at the same time. But great work, seriously. Doing donuts and jumping over buildings was fun.
Puppet Strings
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Awesome work here. The rewinding mechanic was very satisfying and I loved the aesthetic. This is one of the highlights of the jam for me. I would have liked if the platforming was tighter, I don't think there was any coyote time implemented or if there was it was very harsh, but other than that I loved this. My favorite part was considering all of my movements and occasionally making stupid patterns to watch the rewind effect.
Oh yeah I totally get your quandary. My game has a lot to do with swapping the player character so we spent most of our time working out how to swap between different characters with different weapons and moves and doing the same for the boss character without animations and actions breaking down so there wasn't a lot of time left for the proper game. On the bright side, it helps to give us clear goals if both of us decide to expand these games.
The setting and atmosphere was probably my favorite part of this. Loved the sound effects like the dripping water and echoes. Interesting idea on the anomaly hunt where you have to check two rooms simultaneously. My biggest piece of criticism though is that the sound for picking the wrong object was irritating. Other than that, great work!
Oh this was an interesting submission. I ended up having to take different routes and change my turn radius each lap so I didn't trap myself. A neat idea if there was a placement system like an actual race. So that as you make ghosts you have to be good enough to beat them but not so good that you can't beat your next ghost. Overall though, excellent job.
Thanks for your feedback. We appreciate it.
Glad you liked it despite its flaws. Yeah, this was the first top down game we made and we definitely learned a lot of dos and don'ts when creating one. You bring up a lot of important design fundamentals and we'll definitely take it under advisement.
Little tangent, but when playtesting we thought about a parry mechanic but we didn't have the time to implement it. If we ever expand it that's definitely going into the player kit.
Thanks for your support. The game is only meant to be played for a few minutes but you bring up valid shortcomings. A lot of our time was spent on the swapping mechanics and the narrative framework so some things didn't get the attention they deserved. In hindsight we should have included some flashing effect to improve the damage feedback. We think this could have potential as a roguelike, maybe a secret ending that breaks the cycle. Thank you again for your time and feedback. We appreciate it.


