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This is a super creative twist on the theme of the jam and puzzle platforming, especially with the completed digits etc. We built around segments as well as its so cool how differently you used them compared to us. I found some of the puzzles a little too precise, but I think that this actually works astoundingly well as concept, and could be an awesome full game if you chose to expand upon it more. I'd probably change the targeting logic on the place horizontal piece down to always target a segment that the players hit model doesn't occupy yet, and just ramp the difficulty with other obstacles and challenge pieces.

One of the most creative takes on the jam I've seen, and perhaps the one with most promise if explored further.

I really love the art and sound, and have a special appreciation for how nice your digital clock looks because we also themed around it, and I think we could learn a lot from how clean and readable yours is, it just looks great.

The sound fits perfectly, and really adds to the vibe. I'm not sure if the game is bugged, but I had the same issue itzam mentioned where I was unable to progress due to running out of nightmares (First time ever that not having enough nightmares has been a problem for me).

Regardless, I appreciate the craft that went into this, and I'm actually keen to revisit it the bug gets fixed. Great work, and a really creative submission.

I tried to download and extract it but kept running into a file system error. 

The game sounds interesting, so I'll have to check out where it goes after the jam. Good job on persevering and submitting, I know how hard it is when things aren't going well, and keeping it together enough to ship something, even if it isn't what you hope is commendable. 

I tend to rest my pinky finger and thumb a few milimeters above shift and space, so it was really really hard for me to wall dashes. (A problem I didn't have in the Ori games or Hollow Knight & Silksong.) I think it was just your keybindings. One of those things you can't really notice until it affects someone, no judgement whatsover. Your game is still really cool, and thanks for the kind words.

If you do chose to give it a shot, you can use end to skip back to where you were (or past it if you want to have a go at the last three levels, you're very close to the end.

If you want, I could also provide a hint.

This is a great game, but is brutally difficult for me on KBM. I am almost never better on controller at games, but this actually required me to get one out. I think the core issue was having to do everything on just my left hand on KBM, whereas your controller bindings actually let me use two hands.
Cool art style, and I liked the music, sound effects were little too much for my taste.
Nice entry.

Like honestly this is awesome, gives me super hexagon vibes, the slowing down system is really cool, but the performance on itch.io is gets rough around the 5th circle, and really really bad after, to the point where I'm questioning the count down theme tie in is about my FPS counter going down to zero.

Wasn't actually the overall difficulty of it per se, more of a type of difficulty of the one specific section of 4 back to back 1-2 frame low jumps in L3. I actually enjoyed level 4 a ton, and it was harder for sure.

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The AoE2 inspired villager audio instantly had me in nostalgia land. You had my attention from that moment forward.
The theme is creative, and despite the lack of polish, it does something really cool. Without having much in the way of dialogue or any character building, it still evokes a feeling of narrative progression.
Obviously, I have to mention that the game feels very much unfinished, but I've played a lot of these very unfinished games over the past few days and this one still has a good core, and is built around a creative concept. Nice entry.

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Garrett had a lot of the tracks in the same key and tempo, but there are in fact 10 distinct tracks. He also did all the sound effects. Elric killed it on the art, I think he did something like 85 of those in the 4 days.
Super happy to hear you liked the mechanic and the puzzles, I'm really proud of what we did. Thanks for checking the game out.

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Awesome game, very creative. As elric mentioned, awesome art, really creative, perfect use of the game jam theme, and fun to boot. I liked most of the level design a lot, great pacing and difficulty progression, with the possible exception of the 2nd half of level 3, the low jump sequence was honestly a bit too much on the frame perfect input so I had to smash the spacebar with my thumb as fast as possible, which was just unfun.

As two of my teammates have said, one of the best games in the event, and my personal favorite of the 30 or so I've tried so far.

The only mechanical critique I can really levy is that respawn timer feels too long. Maybe someone on the team got a bit too fancy with the artistic expression there, and it breaks the flow up a little. 



Goal achieved. And you've given me an idea... we could make the levels harder if the time jump was bigger...

Ahhh. Thanks. Yeah I completely get the struggle on the hint system design, we scrapped ours last minute due to how hard it is to give good hints. Many either cause more frustration or trivialize the level.

It ticks the most important box, which is that it was fun. That's what games are about. Clever uses of graphical paradigm and the rotating fights to build tension. Obviously the balance is a bit off, and the tooltips being in the description isn't ideal, but I had a good deal more fun playing this than many other submissions that were far less polished. 

Yeah none of know how to use shaders, and we definitely screwed it up. Every one of us agrees with you, we are sorry about that, it's one of the first things we would change if we could. (I was actually trying to solve that issue at the end of the last day and we couldn't figure out how to apply our changes to 22 levels in time due to how the segments were built).
Thanks so much for the kind words and the review!

My teammate recommended this to me and said it was great, and I trust his opinion, and the game is super creative and I'm impressed by the ideas and most of the levels, but I am very confused and frustrated by the trapdoor level. I can't figure it out and it feels very frustrating, maybe too little sleep after the Jam. 

I left a rating as if the trapdoor level didn't exist, and am happy to revisit it when I can figure out how to progress past it.

Yeah we had the cursor change away from a pointer to a icon based on the action selected, in the offline build, but it broke on itch for some reason.  Thanks for playing, really appreciate the comparison to Arrival, it's very flattering.

Yeah that's a super fair critique. I think everyone on the team agrees with you as well, we just ran out of time. We also want to have differences between unlit segments that are supposed to be lit vs unit, and emphasing the voids of the unlits. We all actually don't have to most experience with shaders, and some last minute colour adjustments to fix something else caused this issue.
Thanks so much for playing, and the kind words.

Thanks so much. Yeah we tried to encourage people to explore and figure things out rather than over tutorialising, but maybe didn't strike the right balance.

Great game. Simple, fits elegantly with the theme, good intro and tutorialisation by slowly introducing new mechanics. Really really liked it, strong in every category, design, art, sound. Well, I guess not so much narrative, but I can't point fingers in that regard.

Really cool, creative puzzle game. Draws from the same recording ghost idea used in the talos principle, which is a type of puzzle I haven't played in years.
It's one of the best entries I've seen this gamejam, and the whole game feels cohesive, with mechanics, art, sound and gameplay being neatly linked.
My only critique  is the collision with the tanuki feels like a little less elegant of a design than having them be immaterial and creating duration based or timing puzzles. It's interesting seeing how different approaches to the same genre and prompt manifest, and this one was the most creative take I've seen.

After reviewing a lot of unfinished games in a row, and feeling dissatisfied, this one really cheered me up. 
Great puzzle game, reminds me a little of opus magnum in some ways, great sound track choice, really relaxing vibe.
I like the puzzle design, but I wish there was some limitation in terms of what actions you could place, a number of uses etc, to have it feel like you solved it the intended way. A number of times I was able to solve without the full instruction sequence filled in.
Overall 4/5 great entry.

Get this team/dev a talented artist!

Cool little vertical scroller, I like the pixel sprites. The game icon should just be the bat, he's sick.

I really like the concept of the gravity shift platformer, but countdown as theme feels really tacked on and to the games detriment. I think the game would be markedly more fun if the gravity shifts were player controlled rather than on a timer.
The art was awesome, especially the clouds on the title screen, the music was enjoyable, but maybe little busy to be on loop for the duration of the game. A lower tempo or less intense sound choices would really level it up a bit. The physics felt good, but perhaps a little bit more friction or deceleration intensity when the player releases a direction would help with overjumping the platforms.
I think this has a bunch of potential though, I'd super happily play a longer version without the countdown timer being linked to gravity shifts.

Needed a little more polish, but it works and the art works and is kinda charming in a way.