Play awesome shooter
QuarkSplit's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #79 | 3.882 | 3.882 |
Theme | #91 | 4.118 | 4.118 |
Overall | #131 | 3.735 | 3.735 |
Innovation | #156 | 3.706 | 3.706 |
Game Design | #210 | 3.706 | 3.706 |
Audio | #295 | 3.412 | 3.412 |
Graphics | #421 | 3.588 | 3.588 |
Ranked from 17 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?
The rewind mechanic is a time rewind that creates a new clone that replays your actions before rewinding
Did you write most of the code yourself and made all the assets from scratch?
I wrote all the code myself but used assets from the internet see (credits) section in the main menu of the game
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Comments
The game looks very promising at the beginning, but it quickly falls off when the tutorial ends. I personally enjoyed the looks of the tutorial much more, than the actual levels. I have to agree with others that lack of feedback, and a very weaird fx of player shooting, that also lacks any feedback of hitting the target is making the game really hard to enjoy. Sometimes rewind was straight up useless, especially when you start shooting the turrets while the text is still on screen in first levels. I also had some motion sickness in the first "elevator" and had to look away from the moving part, but that maybe just me.
I will say, that despite the above, the game is quite impresive in execution for a game jam game. The movement feels nice, the rewind works with a good feedback of how the player is rewinding, it's just a shame that little things like no indication that you're being hit, no way to dodge turret shots and so on can ruin the overall feeling of the game, and I would also really enjoy it more if you stayed with the tutorial-look, but that's subjective.
If I have to point out one thing that stood out to me from this game it would be how the music rewinds with the player, that one little detail is great.
Hope feedback from me and others will help in improving the game. Good luck for both this project and any future projects.
Cheers
Yo’ Templar here,
While the main mechanic is fun, the lack of player feedback, when shooting, when getting shot, makes the game difficult to enjoy, the turrets just start barraging you with their aimbot the moment you step near them.
Very nice idea. I liked the story behind it. The graphics are simple but polished. Sound design is great.
Steventus has already said mostly what I think so I won't repeat it. But I want to emphasize his point on feedback to the player. For me that was the biggest issue. Sometimes destroying a turret would take two shots. Other times, it wouldn't die, no matter how much I shot. And honestly I have no idea why. It could be the bullet collision/ ray cast wasn't detected (a bug). It could be that the turret was armored from that side. Or was it invencible when the light was shining on them? If I had to bet I'd say it's the first option but I don't know, and I think that is the problem.
In any case, good job on your game! :)
This is a bit of a mixed bag but you've done some good things, let's start with the positives:
1) The core idea is very interesting and quite cool. Being able to rewind and create alternate selves to fight together creates interesting dynamics. This idea has great many potential to be expanded upon such as having a new enemy that can only be attacked from behind, so you use your alternate self to grab all the aggro and basically shoot behind the enemy with your real self. This rewind mechanic can also be used for light puzzle elements etc. I like it!
2) Good controls - not the best but they feel good. The jumping is a bit off and sometimes I get myself stuck/unable to jump up platforms when I think I have.
I think you're off towards a good direction but there were a few essential polish in order to make it shine:
1) No recoil on the pistol makes it a bit iffy. This is noted because I'm unsure of your game direction. If you're trying to take this game towards a high-adrenaline, all-out-guns-out game like DOOM, then by all means keep the lack of recoil for all out bonanzas. But at the current game direction, it feels off and would definitely benefit from recoil.
2) Needs more feedback to the player, I don't know where I'm getting shot from. I don't know if I'm doing damage to the turrets. I don't know if I'm almost dead because sometimes when focusing in on the action, I would just suddenly die and rewind automatically which takes me off a bit too drastically.
Otherwise, pretty good game. If you plan on revisiting this, consider your game direction and develop accordingly - is it going to be a more slow-paced strategic shooter (now that's interesting), or a more fast-paced high-stakes shooter (like explosions everywhere).
Cheerios.
This game is pretty good! The hologram effect on the past versions is great, same as the effects. The shooting and platforming were kind of weird though. For example you can't shoot the turrets from the front which is kind of weird, unless this is intentional. If it's intentional I think it should be mentioned somewhere since I was there mashing the mouse and nothing happening until I turned around. The saving is a cool idea, but I don't think it is needed for a short game like this. The platforming was off at times as well, as sometimes you would land on an edge and not be able to jump, which made jumping on small platforms kind of tedious. The gun should have a projectile that goes all the way to the enemy as sometimes I don't know what I'm hitting. The boss at the end was cool, but the boss fight didn't feel "dynamic" enough, I could beat it standing behind a pillar. However, it was a very good game!
This is really cool game with a clever use of the theme, but I have some feedback:
- First of all, some screenshoots would greatly increase the visibilty of your game, maybe even try doing some gifs or a trailer
- This game lacks visual and audio feedback, I never knew when I hit something and when I got hit, some particles on hitting enemies and some sound on getting hit would be great
- The pistol feels like it doesn't have any weight, some shooting animations would fix that
- Turrets have way too much accuracy, they shouldn't hit 100% of time, since this leads to quick, unfair deaths when you position yourself badly
- I could just cheese the boss by standing behind a pillar and spamming my left mouse button
Nonetheless, this is a really good game, it's definitely better than a lot of games in this jam, so keep developing games and you will become a great game dev :)
Thanks for the in-depth feedback man, I understand your frustration with the feedback and the turrets, simply had to speedrun the development the last day :D
Thanks! feedback has been positive so i hope it's honest
Hey this is my favourite implementation of the rewind mechanic yet, I love the alternate timelines thing and I think with some hot level design, graphical polish and effort it could make a really great commercial game, like a shooter puzzle game where you travel through trying to rectify one mistake in the time split but it just keeps getting harder.
Great idea you had and great work.
Thanks a lot for the feedback :D loved your game too
Well done! I think this is the best implementation of the rewind time mechanic I have seen so far!
I would recommend to use a cross in your crosshair instead of a circle to make aiming just a that easier & the parkour was kinda annoying to get through as the blocks o jump on where to small and it didn't trigger the ground layer all the time causing me to not be able to jump while standing on top of it!
But once again that's all the developer really shows a loooooot of potential, well done!!
Thanks for the feedback! If i go back at it sometime will definitely change that!
I love the Alternate Timeline aproach allows me to use some stragity in how to take out the eniies by taking out mulltiple enimies at the same time this is awesome
Good idea! It's really fun to fight side by side with an earlier version of yourself. Maybe you should add more particles and screenshakes though
Yeah :D I ran out of time
Best Game I Played, Please Get To The 20 Rating mark, it was very fun, and amazing, I always try to find the bad stuff in jam games, so it could be improved on, but this is a masterpiece, more levels pleaaaase.. also, one thing that could be improved is maybe in the last level with the boss, he wasn't that hard, because of the wall blocking his shots, maybe make the wall a little thinner, that's it! Congrats on this work of art!
I couldn't run the game, opening the .exe just threw an fatal error that said 'Failed to initialize IL2CPP'
Hmm , that is weird, but i haven't seen this issue on my computer. What hardware are on?
Wow, this was so much fun!
and you sent me web export "web export man"
Exactly
Really pleasant and enjoyable game. Loved the movement and visual effects. Really fun to play and visuals make it twice more fun.
Thanks man! I'm glad you liked it!
damn this was fun! :D finished it. A bit cheesable though in the hallway level I can shoot everything with no rewinds from super far away
Yes, my shitty level design is a recurrent problem in the game, but thanks for the review :D
My dude make it playable in the browser.
Sorry, i wasn't able to get it to function properly with WebGL, and at one point the builds just didn't work.