I enjoyed the music, it was minimalistic and yet it fitted the vibe of the game pretty well. The overall art direction felt coherent. However, I didn't understand what to do and what the consequences of my actions were. I believe that an introduction of a tutorial of some kind or even a context of what the game wants from a player whould improve the gamefeel for the players. See the potential though
Sergeylosev
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Fun idea for a jam project, felt polished as well. It would be cool if the music had two layers that would switch instead of the track going silent, but this implementaion did add to the experience of anxious struggle. The decision to utilize the B button felt a bit odd though, for a moment I thought the game was asking me to use an xbox controller))
Was pleasently surprised when realised that this is basically a blend of a rougelike and a metroidvania. It was cool to find new ways to complete a level with new abilities. The only things I kinda wished for were the ability to use double jump after a wall jump and a more forgiving koyote time period but I understand that this level of finetuning was not possible in 4 days.
The idea of alternating between two stages of the level is cool, stuff like this always feels interesting to play with. It would be cool to somehow show the player what changing the timeline will do to make it more about planning ahead (for example, a button that shows other timeline as a transarent layer).
The game has cool atmosphere, the sound is really immersive and it even has a cliffhanger ending . Unfortunatelly, the core concept of the game - being restricted by your cable - didn't feel fully explored as most of the puzzles didn't utalize it. It would be cool if you would be able to use it to hold the buttons pressed or smth.
