Very neat puzzles and interesting gameplay. Enemies felt a little unforgiving, but perseverance made it feel good making it through the stages. Audio and SFX work very well. I desperately wanted to use the keyboard to continue text, requiring the mouse click solely for that felt a little cumbersome. Occasionally seemed a little off using the mannequin, buggy isn't the right word for it. Like sometimes the failure/success of recording actions appropriately was hit or miss. The same recorded action that succeeded would fail occasionally. May have found a bit of a bug on the 2nd trial on the way to immortality. Sometimes the 'switch' that was on the spikes would respawn the box instead of flip the switch. Overall the 'mannequin' design was quite neat and it humored me climbing around on it. I enjoyed the immortality ending. Now you get to be here forever floating aimlessly until some poor soul wanders in. Also the enemy killing you at that last note was unforgivingly hilarious. Cool entry!
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Thank you for your constructive feedback! It is appreciated and I am glad that you liked the game.
About the bugs, what I think are the causes: (if you are interested)
I am using timestamps to record the players action, which probably is the reason why the mannequin fails sometimes. The mannequin triggers an action too late because the difference in time between frames is too long. For example, the earlier frame has not meet the time condition, and the later frame does fulfill the condition, but too much time has already passed between the frame and thus the mannequin has already walked past the button it was intended to press.
As for the box bug, I think it is because Unity does not called the OnTriggerExit function when I change the box position with the transform component. Using the Rigidbody component to change position instead of the transform might solve the problem.