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(1 edit) (+1)

Great game, wonderful experience (26min, 346 deaths posted last thread).

I'm glad I pud pressure on you to put out a demo build.

First and most important question: was this a tasting buffet of most area/worlds of the game, or this is really the game?

I hope it's the former, not the latter. There is a ton of work on each area and it would be a shame to steamroll through it in an hour.

I usually don't like unfair games, but since we can rewind time I suppose you can indeed fight broken with broken. It's fun, and it's great design to never softlock yourself once you start rewinding (or I just got super lucky)

I have copied the list you posted and added what I agree you should work on:

* decrease player max speed, adjust accel to match

* increase decel on ground to be less slippery

- coyote time, or bigger coyote window

* make crouch slide terminate early when released

* change the input for dodge/lunge. (as a fighter player I had no issues. Maybe the solution for a dedicated key is to have it on alt/shift/middle mouse, Q is a problem)

* add ability to kill rewinding enemies by striking them with normal attacks (dunno about the metroidvania scaling, but ihmo it should be default, or one of the first things you uhnlock. ofc it wont work on bosses and elite enemies)

* maybe add a red outline or flash effect to hazards that you touch that kill you? something to visually indicate -what- did it

* rework the temporary menu to be less obtuse, allow multiple selection methods like mouse click and left/right slot changing buttons, make it hard locked to mouse/wasd/arrows instead of in-game controls

* allow changing controls via in-game debug menu

* lock the 'cheating' debug controls unless you directly activate a cheat button, so people don't do it by accident

Other than that there isn't much to say, beside the menus this content great and already shippable.

ED, added screen. GL dud.

(+1)

Thanks for the checklist. Yeah this is just a demo sampling of a larger game, not even a fraction of the content I've already created, I didn't want to throw in the most complicated stuff. Coyote time in particular is something I think I'll have to try out, should help the slipping-off-ledges. And killing rewindable enemies with normal attacks is my next task, using a 'need to deal X damage before they finish rewinding' system.