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(+1)

Beat the entire demo


After all these months it feels good to finally try a demo of it. The rewind tech is very impressive and the death animations where the guy get torn intro shreds are fun. How the world twists and turn is also incredible.

The movement feels slugish. I think a big part of the difficulty of this game is that your character takes a long time to react to your inputs which makes it necessary to know what you have to press before it happens. Of course this means dying and rewinding. I did the double tap on accident a lot more times than I wanted.

I don't think this game is unfair at all. It can't be thanks to the rewind mechanic. However it is a game thats tests the player's patience since the rewind encourages brute forcing solutions. Since you can retry almost any 1-2 seconds of gameplay, it is just a matter of getting lucky in hitting the right keys. This is specially true for the last parts of the game (you like the spinning fire wheels mario maker level dont ya?). Even if you get hit by an enemy that depletes the rewind juice, you just have to stand still for a moment to let it replenish. This feeds into the "be patient and you win" feeling. Maybe you are looking for that and it is good, just be mindful that once a player learns to restart until they win, it will be harder for them to think about new ways to solve complex situations. 

There were a lot of moments when I wasn't sure what was dangerous and what was not. There were a couple times that I died without having an idea of why. After finishing the game I'm not sure how enemies are killed. I think there are different rules for each kind of enemy. 

What happened in the last boss fight was hilarious in hindsight. I was not thrilled at that moment though.

From what I saw in the threads, you have a great base to make levels and interesting situation. It will be cool to see where you take this game!

(+1)

Thanks for the feedback. Trying to get the right balance of movement where some people say its too twitchy, others too slow. The final area of the game was just a joke to make it intentionally ridiculously hard, but the rest should show that brute forcing can work against even difficult areas like the laser maze. I am still debating some kinds of "add a red outline to hazards" sort of modern approach, to see how it stacks up against the art. Since yeah like an IWBTG kind of game, I could argue its okay to let people be confused about what killed them and then rewind time trivially. But its about striking a balance, thanks!

I think restrictions on how the rewind juice is used could make it more interesting to design around. For example have it be a limited resource and put rewind juice in places around the level. Or make it so in some areas it cannot be used. 

I don't think a red outline would be good specially since you enjoy surprising the player and telling them ahead of time of the danger would defeat the purpose. The thing right now is that dying is inconsequential. I believe that putting some way to make dying sting just a bit more would make all those enemies and dangers click better.