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(+1)

Are you really just playing a backwards recording of the Music from a seperate File instead of playing the File backwards?

And why are you baking the Graphics into the exe but not the Audio?

Do you really need a external Template for how your Savefile looks like?

When in the TitleScreen, while you're below the new/load/quit selection, the topleft Text becomes Red and attaches to the Cursor.

New Game just has me select a Slot, but I can't use it to load the Slot I've selected? The menu is very weirdly laid out, but it is just a temporary Menu.

Why does the Camera move to the right when I Jump up? Is it just trying to conform to the closest Ground/Walls without taking my Action into account or something like that?

It takes a really long Time to slow back down. When I just walk across the Pier in Distance, I need nearly the same Distance to come to a Stop. The Character isn't even running very fast animationwise, is the Floor made out of Ice?

When I cling to a Wall, then let go and turn around rapidly, I cling to it again immediately, which feels super odd. Same when I cllimb up and hold movement down, I climb into crouching, which then immediately has me Dash across the Floor.

The Rotating of the World is neat, but straining on the Eyes with Pixelart. Also seems to only be in certain Areas, as regular small Hills don't rotate it? If you have a more global feeling rotation like that, shouldn't it always align the Floor?

Graphics for the Safespot are neat, but why does it slow me down while saving? Why even have Auto-activated ones in the first Place? Why not saferooms like Castlevania, you're clearly inspired by it anyway.

Rewinding across a Savefile also doesn't do anything it seems, the Save seems to stay on the new Version instead of reverting.

You can't rewind long enough, so if you don't rewind almost immediately after dying, you're stuck in a State where your Movement causes you to slide into the Trap again.

Automatically crouching when across a small Space is nice, but then you slide a giant Distance out of it if it doesn't align with your Slide Distance just right.

Tried out your saving just to be save, it indeed does not rewind itself.

Theres Tons of Traps out there which all instantly kill you, but they aren't very distinct from the cluttered Backgrounds, so it really becomes a try and Error kind of Thing, where you just rush through until you run into something that kills you, rewind for a while until you're in a safespot and then try again. Which isn't very Fun, it just feels like being forced to die all the Time.  The Traps also make no Sense, obviously not in who put them there, they rarely do anyway, but also in their Location or Type of Trap. there are random Spikes, Flamethrowers, Blades, Gears or whatever just thrown about, with some Enemies in between where there was Room. Together with the rather 'floaty' movement as described above, where you aren't really able to make much precise movement without planning it ahead of Time, and then try to execute it all at once, and the Movement also holding your Hand a little too much, always trying to guess if you're wanting to crouch, climb up somewhere, hang from a Wall etc, it makes traversing the Level more annoying then Fun, at least for me. Gave up pretty early, after the small round Room with the 3 Skeletons in it, when the purple Teleporter Thing just took me back to the beginning for no Reason at all. I was expecting a Time travel Shenanigan Castlevania, and instead got one of those Rage Games, but with the Ability to instantly repeat the last try instead of having to go all the Way back. Which just kind of feels nonsensical to me. Sorry.

(+1)

Thanks for the feedback, its been helpful and I've been assembling to-do lists based on everything folks have said. Yeah I was at the last minute putting resources internal to the .exe and didn't sort out music/sfx in time for the demo, so they're left dangling. The windows sound API and runtime independent playback means just having two copies of each sound is the easiest way to play in reverse, just swapping them and their positions. No reason I had to keep that save tile template in there though, that's just an oversight

I see everyone agrees that yeah I need to tune up that temporary menu and more importantly the player movement parameters, I'll add some more decel-when-not-held and terminate crouch slides if not held, should allow for finer movement.  Tuning up the movement is my priority now, that's definitely a sticking point. Thanks!