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(+2)

THIS IS SO COOL! I got a good chuckle the first time I used the time travel mechanic, because when I did it, my past self ended up fucking my present self over lol. The concept is sick and I'm glad there's a bunch of levels because its super fun.

There are a couple things I took note of:

- If you have a bunch of clones running around, it's really hard to tell which of them is the "present" version of you.

- The platforming is pretty clunky and I think that it holds the game back a bit. It was fun racing against my own past self but it became a little frustrating when I missed jumps. This could be solved easily with the traditional coyote time + jump buffering, and maybe some accel/decceleration to make it smoother.

- Timing is pretty finicky. I often found myself waiting for a while on buttons just to give my future self an opportunity to walk through gates. Perhaps to solve this you could make it so that clones just sit in place indefinitely after their time runs out, instead of disappearing. Not sure if this would lead to level design issues, but its worth trying. It's also pretty hard to "line up" my actions in time with the past versions. I thought that maybe at the bottom of the screen there could be a timeline that shows each clone's lifespan lined up with each other, as well as showing the key actions that they did and when (like hitting a switch, jumping, rewinding, etc). This would help avoid those failstates that are caused by the player being off just by a second or two. Maybe you could also add a slow-motion mechanic too? So many possibilities.

Banger soundtrack, and the character is so cool looking. STFU!!!

(+1)

Hi, so glad you played!


If you have a bunch of clones running around, it's really hard to tell which one is the present version of you.

Thanks for telling this, we basically just had a green arrow over the present self and the past selves are translucent.

The platforming is pretty clunky and I think that it holds the game back a bit. It was fun racing against my own past self but it became a little frustrating when I missed jumps. This could be solved easily with the traditional coyote time + jump buffering, and maybe some accel/decceleration to make it smoother.
I absolutely agree with this. Before I coded the time travel mechanic, the player controller had jump buffering, coyote time and variable jump height. But this cause so many issues with the "past selves" that I had to regrettably remove it :(

Timing is pretty finicky. I often found myself waiting for a while on buttons just to give my future self an opportunity to walk through gates. Perhaps to solve this you could make it so that clones just sit in place indefinitely after their time runs out, instead of disappearing. Not sure if this would lead to level design issues, but its worth trying. It's also pretty hard to "line up" my actions in time with the past versions. I thought that maybe at the bottom of the screen there could be a timeline that shows each clone's lifespan lined up with each other, as well as showing the key actions that they did and when (like hitting a switch, jumping, rewinding, etc). This would help avoid those failstates that are caused by the player being off just by a second or two. Maybe you could also add a slow-motion mechanic too? So many possibilities
With the clones sitting indefinitely, it cause a variety of problems such as paradoxes in the future (if a past self is standing where a moving platform is and it crushes the past self, you'd cause a paradox) or level design being limited.

A timeline is a great idea! If I'm allowed to, I would add this. Can't believe we didn't think of this lmao

Thanks so much for your feedback and thanks once again for playing!