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Played until the end of the "mario level" where the black knight suddenly caused time to rewind a lot, killing me. No real idea what happened there.

Some thought I had while playing:

  • The game has a nice concept, but needs some polishing in its design. An example of the design working well was the part with the lasers, an example of the design working poorly was that mario level. Since the player can just rewind time, it becomes too easy to just trial and error the levels. After a while this becomes tedious.
  • There is also a lack of visual clarity. Why do some enemies suddenly cause time to rewind for you? Can I kill enemies (until the skeleton boss battle I thought you could only rewind them)? What parts of the level will kill you? This is a lot less of a problem due to the time rewind mechanic, but it still isn't great. Saving is also unclear, and it's strange that it's forced whenever you step on a safepoint.
  • The movement of the player character feels "slippery" and hard to control. As all movement based issues, it's hard to put into words what exactly is wrong.
  • There is an extreme attention to detail, and the levels look beautiful. However, they also feel extremely cluttered and short. This is no doubt worsened by the gameplay which allows you to rush through everything with trial and error. The fast pace really hurts, since there's no reason to look for shortcuts as everything is so frenetic.
  • The bosses were a pushover in case of the skellyboys and the second boss. That black knight fucked me up, jumping his fire seems very precise, and something (I don't know what) causes long time rewinds. This occurs a lot, some parts are extremely easy, others are extremely hard. 

Conclusion:

The game has a great concept, great visuals and great potential. But needs polishing in its movement, visual clarity, and difficulty design.

Don't worry you played the whole demo then, nothing left but a 'you win' screen if you kill the axeman. Thanks for the help, I know this demo tried to cram a bit more ideas into the game to show off mechanics then what I'd want in a learning curve for the real game. I plan to have a lot of 'normal' platforming in the earlier game, ramping up as you encounter more time-manipulating traps and enemies that make it more challenging through your ability to rewind time. But cramming those in early can be very confusing- the imps rewind time if you hurt, but don't kill them, the clump of skulls rewinds you if you touch them, skeleton archers can sometimes shoot arrows that travel backwards in time and kill you in the past, and those big skulls in the 1-1-with-a-twist level rewind you through time if they touch you. So yeah, a lot of cluttered ideas for a demo and that's not even 1/10 of whats in store.

Most people seem to agree the movement is too fast and especially the lunge/dodge/slide need a rework, that's a top priority. Making it more precise and slower.

Thanks for all the feedback, and good luck!