Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

It is pretty cool to use the rewind effect in order to avoid the enemy robot. It’s also a nice concept to have a limited amount of your rewind ability, so the player has to decide wisely of when the right time to use it is.

The backgrounds look nice with the floating cubes and the simple grey and blue palette; it really seems to match the palette of the robots.

It’s hard to tell where my character is standing, perhaps you could try implementing a projector shadow that behaves similarly to Mario’s shadow in Super Mario 64? This way I can always tell where my character is going to land when it’s jumping.

The audio effects are a bit too loud and a bit too extreme for what they’re being used for. The rewind sound is so bass-boosted it’s hard to listen to. It also sounds like an entire avalanche is occurring whenever a simple block starts falling down.

The jumping didn’t feel too responsive when I’m trying to bunnyhop on the section of the falling cubes. It felt like I had to wait a second before I was allowed to jump again, which made the platforming feel restricted.

The movement feels very stiff; I can’t change my directional velocity when my character is jumping. Because of this, there were many times where if my movement velocity midair was too slow or fast, even by just a few milliseconds, I was done for. Since the controls are so stiff, the platforming sections just feel like you have to repeat the steps: stop, turn, jump, in to ensure you don’t die from not being able to control how you move midair. 

There was some sort of tip that appeared about time, but it disappeared after 1 second so I couldn’t get a chance to read it.

(+1)

Thank you so much for the feedback. I will try to improve upon said problems in the future. Thank you for this really great and detailed review.