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While I like what the game is trying to do in theory, the game unfortunately feels rather clunky and unpolished a lot of the time and gets especially glitchy after leaving the initial building to the more psychedelic parts. There were several times that I was thrown back to the checkpoint for no apparent reason during a jump, and the time reversal mechanic froze the game several times. This made reaching the end incredibly frustrating. 

The first part of the game inside the normal building feels very separate and empty from the rest of the game and the player spends quite a lengthy portion simply running around in an uninteresting environment. It would have been more effective to have a gradual change to the nightmarish part but perhaps this couldn't be done due to the limited developing time. As another note about the graphics, the tutorials being on a white board is a fun idea but in the context of the game and the aesthetic it seemed to try and achieve it doesn't fit in with the rest and feels rather random. The game also doesn't clearly convey the player health. I believe the HP bar was the hourglass? However, it failed to stand out which could be fixed with better contrast in colors.

Thank you for the long feedback, we will use it to improve in the future. Yes, the hourglass represents your health and it decreases over time time.