Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I quite liked the ideas behind this, it's a great idea to link jump and time freeze to the same button as well, since they sort of naturally go together. However, I had an issue early on a jump that it looks like I am supposed to be able to make is impossible for whatever reason... So either the game assumes a higher resolution than I have, and I'm just not seeing a panel, or the jump is just a tile underpowered.

So from my point of view, there's an item pickup that doesn't seem to do anything, and a '>>' icon in the bottom left that doesn't seem to do/mean anything, so that's a bit frustrating.

On perhaps a related note, the Cob-T7 screenshot doesn't seem to be related to the graphics in game as far as I can tell. Presentation wise, the graphical style that really exists is fine. But the slow pace of the games autowalk and forced deaths, really highlights the lack of music.

Thanks for your feedback. Did you use the speed boost for the jump? Maybe that was the problem. The '>>' icon in the bottom left is showing you if your boost is available.

Huh, I thought it would be something like that, but I couldn't find the control for it, maybe I missed it in the instructions, or just was like, left shift with wasd? okay, never pressing that... and just forgot about it. I'll give it another shot, thanks.

Okay, got past that, and to what I assume is the end (the computer checkpoint). I have a couple more notes for you now that I've played a bit longer.

The boosting mechanic... On the boost jump, I was constantly jumping late to make sure I made the hard jump after boosting, and not having enough ground after landing to hit the next jump. I went with timing the boost to run out at a good timing - which is kind of marked by the pillar in the ceiling, so that worked out. It's true that the boost running out was hard to read . Ideally you'd have a timer graphic of some sort. More importantly, your boost state persists between lives, so you could respawn and still be boosting, for instance.

Also, maybe its just me, but I liked spamming bullets in the general direction of my target when time was paused rather than aiming carefully, but they would occasionally disappear on me. I think I tracked down the reason - it seems bullets can collide with each other, destroying any that were overlapping with time paused.

Finally, this time playing it through, I managed to get myself stuck inside terrain quite a lot.  Setting r to respawn is one quick fix for that. The game does have some nice mastery elements though. Knowing everything about the game, I managed to get in a run from start to finish without dying - which is pretty satisfying.

Thanks for playing again. A lot is just temporary and experimental. With the bullets you are correct, it was on purpose that they get deleted when they collide. I just wanted to fix that the player cant spawn infinte bullets at one spot. I also had it one time that i was stuck in the terrain but it was at the end and i had no time to fix it. I'll take your feedback and will develope the game further!