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Once I figured out the tutorial typo, I love this game concept. Running around as a speedster feels super good. I only have 2 notes:

The others being on ice when you push them makes them feel hard to control

Honestly, I feel like the greatest limitation of this game is the "only once" aspect. The game gives you the most strategic control when you're in the slow mode, so only being able to use that once, particularly in longer levels, puts you in a position where you either feel inclined to never use it in case you need it later, or frustrated when you did use it and then you can't save them. I think there are better solutions than the "only once" aspect. This has the potential to be something really special. I hope you flesh it out a bit more

My team and I had a communication issue during the jam where I thought the way levels worked was as soon as you clicked "Start" the bullet would be shot, but at some point, we changed it to the player needing to interact with an object to trigger the bullet being shot. I felt that it defeated the point of having the time stop entirely but it was too late to argue over the design so we just kinda patched it together right at the end. Also when you say "The others being on ice when you push them makes them feel hard to control" do you mean when you are in QuickTime or in real-time?

We do plan on continuing working on this because it's a really fun idea and personally I like playing it. We'll probably update the page with a newer version after the jam ends tonight. This morning I took like 30-ish minutes to go in and make the game closer to what the team wanted.

the ice comment referred to when in real time. The quick time system worked well

Gotcha, I didn't really think much of it because I wanted the point of gameplay to be like that Quicksilver Scene from X-men, which was leaf's idea so when I coded it I never thought to make it easier to move them in real-time, so making it difficult was kind of a happy accident.