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(+1)

This game is awesome! The art is simple, but distinct, and effective. The music is very fitting of the scene, and it's not too dramatic or anything so it doesn't distract me from the game. I really like the mechanics too. As a player, it makes me feel really cool being able to slow time, grab enemy bullets out of mid-air and use them to destroy the enemy who shot it at me in the first place. Really well done! 

A couple of things to note. It's probably because I have an ultrawide monitor, that has a tendency to cause problems with game jam games, but for me, I had to click the bottom portion of each button in order for them to function properly. If I clicked the top half of a button, it would just not register anything. Like I mentioned, probably because I have an ultrawide, but just thought I should mention it. The only other thing I have to say is that the final level of the game feels like a weird place to introduce a new mechanic - that being the bullet-grabbing one. The level before it does have enemies that shoot you, but it's not mentioned that you can do that. Especially because of the fact that the mechanic added a whole new layer of depth, I found myself wishing for more levels where I could utilize it. 

Overall, this is an extremely fun game with some great mechanics and great ideas. Absolutely loved it! 

(3 edits)

Wow! Thank you for taking the time to play, rate, and leave all this feedback! 

I totally agree with you on the idea of introducing the new pull and throw mechanic in the last (12th) level. We were planning on having 3 more levels, but ran out of time. I'd say I'm still happy with 12 levels for a game jam, but if we knew it was going to be 12, then we would have (and should have) planned to introduce the pull and throw earlier, I totally agree with you on that. As for the level before that introduces enemies but not the pull and throw, we wanted to ease the player in a little bit. We thought that introducing both the pull and throw and the enemies in the same level might be too much. But we will consider in in our fixes to the game, thanks for that feedback.

Thank you for pointing out this bug of only activating the "buttons" if you click on the bottom portion. I want to help clarify what you mean, when you say buttons do you mean the small blue circles that allow you to swing? Internally we call those swing points, but I think buttons is a good name too. We will look into this bug. Can you give me any other details? - are you running at a 60hz monitor, 120 hz, 144 hz, etc? Did you face any lag?

In the rest of the game, did you run into any other issues or bugs? Did you get stuck on any level? Did you have any concerns about controls or pacing? I appreciate you playing all the way to the end if you did encounter any hiccups. We appreciate any feedback you can give us as we try to polish the game after the jam.

I will be happy to play, rate, and give feedback on your game as well! 

(+1)

Yeah, that's the problem with jams - the time limit doesn't feel that limiting until you're near the end, haha. I totally understand easing the player in - I think that worked out really well. 

I should have clarified that further, sorry. I didn't mean any of the actual gameplay mechanics for the buttons having problems, I meant specifically when you have to click the "continue to next level" or "Try again for a better time" buttons. The swing points worked perfectly fine from my experience! My monitor was something kind of weird for monitors - I think it's 200hz. 

The only level I got stuck on was the final level, and that's because I'm bad with  directions and such. I had a hard time figuring out how to get to the exit portal. I think that's less a fault of the game, and more on me. I didn't really have concerns about controls or pacing, everything made sense to me,  personally. It felt like things were introduced and explored for a few levels before new things were added, and it never felt like mechanics were being shoehorned in. It felt like it was becoming a more complete game, which was great! 

I will say, I did have one glitch that I couldn't replicate. It was on level 11, the first level with enemies. I don't know how it happened at all, but the grapple line got connected to a swing point pretty far away through a wall. It didn't pull me closer, and it would still let me shoot a grapple line elsewhere, so it was basically just a blue line connected to the player for no reason. Like I mentioned, I couldn't replicate it, I tried a couple of times, but I wasn't paying too much attention to exactly what was going on when it first occurred, to be honest. 

Hey, I'm glad you enjoyed and didn't face too many issues. I apologize for the buttons, not sure what happened, maybe you are right - I needed to test on a widescreen monitor to be sure. The other bug you mentioned is unfortunate but luckily not common, I will try to reproduce it on my end. Thanks for playing and all the feedback.