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Crowded Street's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #1078 | 2.195 | 3.400 |
Graphics | #1104 | 2.453 | 3.800 |
Theme | #1197 | 2.324 | 3.600 |
Overall | #1223 | 2.173 | 3.367 |
Fun | #1265 | 2.066 | 3.200 |
Game Design | #1299 | 2.066 | 3.200 |
Innovation | #1364 | 1.936 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
In what way does your game fit the theme?
In order to progress, you have to rewind the movement of your surrounding.
Did you write most of the code yourself and made all the assets from scratch?
The assets were made in Blender and the entire code, besides the shaders, was written by myself.
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Comments
Lol high score of 129 before one of those death wish infused pedestrians met their gory end... Great style in this; some more work and this could be a casual mobile game.
I genuinly did not understand how to play this game, could you reply with some sort of tutorial with the controls because I pressed every button on my keyboard and nothing happened. I’ll leave a rating once you reply!
In order to reverse the npcs you simple click at them - sorry for the confusion. We probably should have added an in-game tutorial of some kind. Highlighting the npcs would have been an option too.. thanks for your patience. Next time we‘ll put the explanation inside of the game, not only on the itch page
how do I rewind time? Create a tutorial or something
Again, sorry for the confusion. You simply click at npcs you want to reverse. Anyway, thank you for leaving a comment :)
I got 140... Does the pace ever pick up? It's a lot of clicking too, it would be nice to have some area of effect powers, or click-drag power... Or maybe just less people and more QTE style to avoid the repetitive stress injuries from constant clicking. Lots of ways this could be expanded or improved on, i like it. Good job.
Thank you for playing. The pace eventually increases, yes; at about 300-400 it‘s as twice as fast. From there in slowly converges due to too much clicking - even after playtesting it a bunch of times. We did experiment with AOE but then decided against it, making the game to easy. The QTE system however sounds fun, we‘ll probably look into it, thanks :)