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Clever mechanics, however it's a little broken. I assume stopping time was supposed to mean stopping the boxes from moving, but sometimes there are still moving boxes even though the time is stopped.

Also, sadly it doesn't really fit the restrictions, since it's not 84x48 pixels. The player's jump, and the boxes absolutely ignore the fact that it's supposed to be 84x48 and are nearly always between pixels. Something, that shouldn't happen.

The jump felt really floaty, and I spent a noticeable amount of time just waiting for the player to fall.

The puzzles were nice, however many could be completed without using the main mechanic - stopping the time.

Overall, nice job! :)

from my testing it was 84x48, when i was inside the unity engine itself i didn't have issues if it being in-between pixels, as it seems to be more of a build issue because i had to make it fit inside the game page and not be too small to the point you wouldn't be able to really see what was going on, on some levels, some boxes don't get frozen for a reason and not a mistake, probably should've made that more clear, and i know about the movement problems, that's my bad as i tried to make my own movement script. 

either way, thanks for the feedback!

(1 edit)

What I meant by not being 84x48 is that if you, for example push a box, you see a gap between you and the box. And that gap is not 1 pixel wide, but more like 0.3... It depends on what strength you push it with. But it should not be able to move to such a position, or should not be able to render there.

But it still had a Nokia style, so I don't think it's really bad. Most people probably didn't even notice it. :/

(+1)

Oh, well then that's my bad i've probably set up the build wrong, since for me in unity it shows just fine.. without the 0.3 pixel movement too

Oh, that is so unlucky...
In the web version,  this wasn't the case.
Might just be a WASM error?

Could be, i don't really know the issue, and not like i can i fix it now anyways