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This is quite rough - it was a bit too difficult and on paper, this would have been such a great game but there were a few things that did not make the game feel right, first the positives:

1) Your art direction is pristine, the music, sound and art is quite cohesive to show for a very good game art-wise.

2) The game design is thematically very inventive, and quite good in my opinion. It's a great idea on paper but there are a few things that make the execution a bit less savoury.

Here's what I mean:

1) When trying to change direction from right to left, the game would record both of that in a single frame and as a result - during the playback, it just stand stills instead of changing direction. And sometimes, even when only tapping jump - it records 2 frames of jump so the character can end up double jumping.

2) You have to reduce the difficulty curve. While the best puzzles games I believe are the hardest ones, the transition from level 1 to level 2 was so outrageous - dare I say - that I couldn't finish it before I gave up. I think you skewed the difficulty too much.

3) I think your movement recording function added too much uncertainty during playback - your game design concept was also visited in GMTK Game Jam's 2020 - Out of Control where in some games, they have the player record some initial movement before it is replayed repeatedly until the person they're trying to carry reaches the other side. In those games, they just use grid-based movement which makes it more consistent.

It was a good design on paper but the execution was a bit off.