Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Great game, I really enjoyed it, I played through the mario world 3-4 times but I kept getting stuck behind the boss and gave up. But I have a lot of nitpicks:

- Spamming right click doesn't go into rewind mode every time, looks like there's a cooldown between when I exit it and I can enter it again. Not sure if this is intentional but it doesn't feel great. Sometimes this got in the way when I died, rewinded until I was alive, immediately died again and tried to rewind again.

- I feel like I'm spending more time than I should watching my guts being rewinded into place. When I'm dead I just want to go back to before I died, so I guess maybe rewinding could be faster after death.

- The jump doesn't feel too good to me, can't put my finger on it but it feels a bit delayed and the arc feels weird. The sliding and acceleration on the movement is also a bit much, it's not as annoying as it would be in a regular platformer since you can rewind all mistakes, and I got used to it in the end, but it still doesn't feel great.

- The idle animation is a bit too fast probably.

- Camera is jittery when sitting on top of a moving platform like the swing near the end of the 1st area.

- Having a big sign that says "save spot over here" in big letters seems to defeat the purpose of diegetic UI a bit.

Thanks for the feedback! I'll look to address some of that stuff

- The rewind indeed has a cooldown, but its arbitrary, I only need it to not be same-frame-as-last-rewind-ends to avoid any glitches that might ensue (and that might even work, I just didn't test around it). I put that in there as a sanity cap considering you could tank fps by spamming it and triggering all the code that swaps between one and the other, so I could lower the delay, its just set to 25 frames right now, I could make it ~10

-I can set rewind speed arbitrarily, and if you cheat and edit the save file you can set it to 2, 3, 5, 10, 100x speed if you want and try it out, but I feel like with fine platforming people wind up pressing the button more immediately and wanting to finesse into the point they leave off, as opposed to letting the guts fly for several seconds. I did a lot of testing at 2x vs 1x speed, I was never too sure which to go with

-I put in a 2 frame delay on the jump recently to allow a very very brief animation where you push off the ground. I may remove this, since it makes it harder to fine tune your jump height and makes it feel that very bit delayed. 

-The idle animation probably starts too fast, but it actually slows down as the player goes afk and catches his breath, until his full idle afk loop kicks in

-I'm always fine tuning the camera system, its really complicated with how it works for moving between different angles and doing a vector projection onto a line that might be triggering some ratchet safeguards that are supposed to keep it from jittering back and forth when movement is less than a minimum distance, I'll see if that's at play

-The signs are just for the demo, half the streamers I watched in the initial build ran right past every save spot and then got frustrated if they died and went back to the start, or went through a shortcut back to the start of a level. Would definitely not include such a feature in the final game, I hope that once a player is used to time rewinding they could just ya know, rewind time when they notice they went through a one-way door.