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RedShift Prototype's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
OVERALL | #1 | 4.524 | 4.524 |
VISUALS | #5 | 4.714 | 4.714 |
FUN | #11 | 4.333 | 4.333 |
THEME | #13 | 4.190 | 4.190 |
AUDIO | #23 | 4.000 | 4.000 |
CREATIVE | #54 | 3.810 | 3.810 |
EASY TO GET INTO | #74 | 4.048 | 4.048 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Do you have any bullet or projectile in your game?
You added some projectile or bullet in your game
How does your game implement the theme? (If your game doesn't use the theme ignore this field)
The player could reverse time for up
What was the size of your team?
1
Please credit the resources that you used during the jam (if you used any)
CCG pixel 3x5 mono by βvyznevβ - Creative Commons CC0 Public Domain Dedication license: https://fontstruct.com/fontstructions/show/1404346
Digital Disco by jeti - CC BY 4.0: https://fontenddev.com/fonts/digital-disco/
M+ Fonts: http://mplus-fonts.osdn.jp
Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://toasteater.itch.io/
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Comments
I just wanna say that I love the game's start screen, it is hella cute, sometimes improvised is better than pretentiously meticulous.
As for the game, this really feels like a genuine bullet hell, things get pretty chaotic really fast, good job with these enemy patterns! Also, the player (hit) rewind is honestly one of the best hit animations I've ever seen in this jam, hands down! Nailed the audio and visuals for it, amazing! Art also looks really professional, if you did this all by yourself, amazing job!
The one thing that I'd note is the theme, alhtough I can rewind, most times I don't want to rewind so much, just slightly to readjust my ship and continue, maybe every 10 seconds your ship rewinds a random amount of time would have been fun as well.
I also like the fact that I didn't even have to read the controls to control and shoot the game, since the default arrow keys and Z-X-C model is common for games like this, really easy to get into I must say. People should take more time to understand good controls, and I'd say you nailed it.
Amazing game, truly underrated.
Itβs said in the submission page, but I want to clarify again that I did make all of this myself, with the exception of fonts that I listed. Itβs very flattering that people sometimes mistake me for more than one person. You may check my other jam games on itch to see if this one is an anomaly :)
I agree that my implementation of the theme isnβt very good, mostly because I struggled to think of a good interpretation of this theme. The idea of rewinding a random amount every 10 seconds doesnβt immediately make sense to me, but perhaps I should give it a try!
Thanks for your feedback!
JEEZ THIS IS COOL. A shmup with a rewind element? YES. Well-implemented and stylish, this game feels so damn good to play, and I'd love to see it fleshed-out to a full game later down the line.
Excellent work. <3
Super polished and very impressive work!! Great way to implement rewind too -love it!! You did an amazing job!! :D
TOTALLY IN LOVE WITH THIS :)
Very original integration of the theme, i like that you put the "rewind" mechanic as a sort of stand in for a lives system, so if you do well after dying, you can let it charge for a bit and as you progress always have some rewind left to learn and try to pass the moment you died. Spritework is also real good, and i like the chill tune that's there in the background.
Don't know what much else i could say, gameplay seems solid.
Well done, especially for a solo entry :)
What a great game, the time reversal and death mechanics are really good, and creative.
I wish to give you some feedback on what can be improved. But, I don't have any feedback that wasn't already given.
This is seriously good. The music synchronization and rewinding were absolutely wonderful. Even though the game was difficult, it was still extremely forgiving with the hitboxes and rewind capabilities. π¦π¦π¦π¦π¦π¦π¦π¦
I really love the art and audio, it fits well. Gameplay is fun too, but it's a little difficult so I didn't complete the game. I like that dying forces you to replay the same part of the game instead of giving you invincibility for a short time. This way you can't skip any pattern.
I really love this, it feels so nice to play. The polish is out of this world. It can be pretty hard at time though, so a "continue" button could be nice, so you can just see the whole game :P
Lovely little shmup, art style is spot on, the juice is real - absolutely fantastic. It was a little tough, but that's just because I'm not great at this sort of game xD great job! I don't even really have any nitpicks, other than the title screen needing a bit of work. Gamepad support is a MASSIVE bonus, too.
The only extra thing I'd want is an online leaderboard - http://www.dreamlo.com is a great service for that. It would've kept me going for ages!
Thanks for playing! I agree that an online leaderboard would be great. Perhaps one of the first things I'll want to build if I'm going further with this! dreamlo looks great for ad-hoc use in game jams, although I'm not sure if an unverified leaderboard would be suitable for more serious projects. The code I'm using already has replay support (that I was going to make an in-game tutorial with), so I might just go ahead and invest in a custom solution with replay sharing and verification instead (that is, if I'm going to)!
Much of what I am about to say has already been said by others.
Really like the art style of this one(as someone say: very CAVE-like)
The time rewind mechanic is pretty good and help with scoring but sometimes i been killed multiple times just because the rewind leave me in very close of a bullet.
As you said the rewind isn't very useful for players who don't care about scoring or strugglle to survive so you probably need to add another benefice when using it.
But it's a awesome game anyway with great potencial.
I wish you luck with the project :)
Love it! the gameplay loop is sooo addictive. The art is great, I do love some old school smup vibe. And the rewind system makes you think of ways to optimise your score, almost like a puzzle game. (it reminds me of Ikaruga for that, and that is my absolute fav game, so you have my heart. Sound is simple but effective, even if I'm not a huge fan of the 8bit sfx (seems a little too easy). The music is awesome too. So yeah, great game, one of my favorites from this jam
Cool stuff, almost CAVE-like in its player and enemy feel. I didnβt realize the scoring potential of manually rewinding until I saw the comments below, and now Iβm finding myself using it to save my chain from breaking (and of course score off the last few things I killed again).
instead of a wacky nonsense, this game has a actually polished game play. Besides, its a very promising bullet hell. Certainly among the best ones in this competition and i would love to see it becoming a full game. That said, i would like to make a small but vital observation.
The current way the rewind-death works made me combo-die plenty of times. It's not hard to get caught up in a dense pattern and die, to jump right in with a bullet on your face and die again. Mind you that still a totally fair challenge with the sequence death, just some detail to consider.
This is really well made, I love the little effects, in particular the flamey stuff on the sidebars. Sadly I couldn't beat the game because it was really hard, managed to get up to the midboss and that's it (I'm not actually good at these games).
I don't understand the true purpose of the rewind mechanic. Ultimately, it lets you retry individual segments but it doesn't provide much of an advantage compared to e.g. having multiple lives. Maybe I didn't understand how it works.
I would really like to see a devlog on this, particularly regarding the rewind mechanic. I can't imagine how that was implemented.
You should join the Shmups Discord, lots of shmup devs there.
Thanks for playing! The difficulty does go up quite a bit in the later half, and the "mid-boss", while indeed intended to be a mid-boss originally, actually got promoted to boss status because I wasn't able to finish making the actual one. There is certainly room of improvement for the game balance, and you did pretty well!
There's a second gimmick to the rewind: it also serves a purpose in scoring. When you trigger a rewind while fully charged, you get to carry your current score and combo count back to the past, and gain score from that section again. I did put this information on the store page, but ideally, this should really be explained in an in-game tutorial (that I didn't have the time to make).
Reading this have made me aware that there's an accessibility problem inherent in the mechanic, though. Scoring isn't really useful when one is struggling to survive, and indeed the mechanic provides no advantage over a life stock for survival. There is definitely more to think about it later. Thank you very much for the feedback!
I'll surely post something on the implementation after LD!
I read the thing on the store page but didn't understand whether keeping the score or losing it was the intention.
Thank you for the thoughtful reply, looking forwards to the writeup.
Oops. That block of gibberish was written by a sleep-deprived me. Hopefully it's much clearer now!
Wow, this game really blew me away. Great classic shmup and the time reversal mechanic is executed incredibly well. The animated meter makes great use of the screen borders and the visual and audio effects are excellent. Lots to praise about this, great work!
I'm glad you liked it!
Great Game! the rewind mechanic is very unique,altough a tutorial page would be nice :D
8/10
Thanks. A tutorial is definitely the next thing I'd work on if I had more time at my disposal!
> How does your game implement the theme? (If your game doesn't use the theme ignore this field)
Should have been "The player could reverse time for up to 10 seconds".