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Camelot

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A member registered Jun 16, 2020 · View creator page →

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Oh yeah since it might not be obvious, anyone can play the original level layout seen in the preview gifs if they play this offline! It's been designed so that using the double jump should be completely optional for a challenge!

Ah!! I was wondering what those little grates were for! 

They’re all in the same group called Time Keepers! I currently have it written down that they’re all scattered across time and are trying to reunite.


They each have different time related gimmicks (Melanie’s was supposed to be time stop, but we haven’t implemented moving platforms)


Aside from their cloaks, they each carry a pocket watch and share the albinism trait! You may have also noticed that their names are based on measurements of time ^^

I wasn't sure what to do in the last room since each gate just led to some props.

Physics could be better but still a solid submission!

A solid submission! Only thing I'd say is that it's hard to tell when an enemy or the player is hit right away

There's a lot of potential to this system! Perhaps there could be certain customizations that you can unlock, or different oaths you can switch between mid combat.

The gameplay was pretty solid for a prototype.!

A nice and simple game with potential for more!

The writing is good and the music and walk speed sets the pace. Could perhaps have used more sound effects.

There were a couple of times where I fell out of the map though.

I like CYOAs with resource management, and the narrative is pretty immersive! I only used the breath mechanic once but maybe that's because I'm doing well, it would be cool if there was a risk or other feature that utilizes it more! Sound and visuals are nice, and the mechanics are solid. 

I managed to max all of my stats!

My run was definitely carried by my friend's birthday hehe.

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Unfortunately, it seems to spawn me outside of the starting room so I was left to wander around the large, empty map instead of starting a run?

Tried again and was able to play. Enemies and player could use some indication when taking damage, and I feel like the rogue-like aspect didn't  feel like it enhanced the gameplay especially since you can just go straight to the boss. You also don't seem to keep any upgrades you buy but I suppose that's fine if you can keep getting money.

Still an alright submission overall!

Graphics aside, I feel like it'd be more enjoyable if it didn't lag when looking at certain areas (maybe it's a draw distance issue, or the models for the environment could be lower poly)

There could be more responsiveness to dealing and taking damage, either sound effects or particles

Gameplay was fluid, art and sound direction enjoyable! I like how there's support for speedrunning too. The dialogue really ties this all up in a charming package.

I feel like this game could add a lot more content, (Enemies, Skills, Mechanics) if you decide to expand on it!

Overall a really solid submission :)

The art is pretty charming, I wish there was a gimmick!

The blur effect in the first area kind of gives me motion sickness, there are a few points where the camera has trouble tracking the player if they go too fast (usually by stacking diagonal jumps, which seems unintentional)

I managed to sneak past the boss and hit it until it has one health before triggering the battle start where I beat it

It's difficult to tell how much damage I take or deal since the only entity with a health bar is the boss, and the regular enemies don't seem responsive to attacks

The art and sound is nice

I love turn-based strategy :)

Definitely made me think!

The presentation for this was really good! Visuals, Audio, and UI!

It's a nice mix of action platforming and puzzling as you try to figure out how to beat each level (first by figuring out what to do and then executing each step successfully) 

The levels were designed with using the characters as platforms, but this can get troublesome when you're trying to move through them. Perhaps a specific character should have their ability be turning into a platform?

Overall, this is a solid submission!

It's nice and simple! I feel like there could be some warning for when the room changes direction, but I like the gravity mechanic! I think it could be interesting if the shape of the room changed from vertical to horizontal too, and back again, maybe the time lord says a couple of lines about that! Definitely like the art direction, overall a solid little game.

This game made me think a lot! The puzzles did get increasingly difficult as new gimmicks are introduced as well as being tied with old ones. The graphics are crisp and simple and the sound didn't interrupt my focus at all. Although the music does loop, there seems to be a long pause in between. Although there isn't much rewind, I think the act of "rewinding" the stage and the turning motions of the soldiers lends itself to fit in enough. Definitely has the feel of a finished game, and I think other puzzle enthusiasts should give it a try!

This was a very charming game! I like how the hub world showcases your achievements, lets you test out powerups and changes as you progress through the game! It's cool that the music changes between the break in and the break out portions of levels. 

Some minor graphical gripes I've had while playing was not knowing whether or not I was stuck to goop or not (perhaps some sticky/jitter animation to show that the player still needs to jostle their controls) The spikes posed to be the most difficult obstacle since you could hit one while on your way up when otherwise it would be inactive since it was off screen. The introduction of the homing missile is an interesting way to introduce panic when trying to break out, sort of like an artificial time limit. It's a little difficult to outrun in tight spaces, especially the 4th level. (but I could just get better haha) Perhaps it should be rising lava instead? In any case the game was still challenging but fun.

As for the power ups, I find that most of them are useful except for the clock. Even though time is slowed, it also means the player is slowed so that could mess with their rhythm. Perhaps introduce a powerup that protects the rope, like a metal one? 

Overall, this mix of stealth and arcade provided an enjoyable experience

Really like the simple graphics! At first I thought you could only beat the level by entering with your original self, but since any of the clones can enter the door for you it became a matter of finding out how I can reach the door by throwing as many clones as I could over the switches. I'm not sure if it was intentional but if the rewind button is held long enough, the original self stays in place while the other clones can move and jump while the rewind is held.

I think the jump sound is a bit crunchy but that's the only issue with sound

The puzzles did take some skill and it's nice that there's potential for more cutscenes! Solid work!

The look and sounds of the game are great! I like how the music shifts to something more energetic when confronting enemies. There are some graphical bugs in the later levels where spinners seem to be locked up and everything has sunken into the ground, but it was entertaining knocking things off of the levels!

The sounds and images mesh together incredibly. Even though this may look familiar, the gimmick is unique enough to make it stand out! It looks like there's enough turn this into a full release with story/upgrades and all! The coin mechanic is interesting as it allows a careful player to maximize points while a casual one can focus on finishing the level alive. Really nice how there's a level select that tracks that score as well as time!

The audio and visuals are nice, I think that being able to crouch or aim diagonally could help with quality of life against enemies! Nice job on the submission!

Gnarly visuals and funky tunes! The game itself is quite compact but has a cozy feel that manages to capture that retro style.  It would be neat if there were notes that needed to be held, and it was amusing that you could still earn points while the track was rewinding. 

The lighting and atmosphere is nice! There were some issues with the game pausing after pressing restart and space. I feel like restart should take you back to the beginning of the room instead of the entire game since it feels a bit punishing. The rewind block works for the most part, though stage elements don't seem to rewind their visuals so it appears like I clip through lasers and doors. I think the player should be able to move into the keys and buttons without having to collide with them.

Overall, this has been well done!

A really neat puzzle mechanic! It was interesting how all of life cycle stages worked (I don't know if the elder chicken had any special ability though) I see a lot of potential in building on the forms! The music and visuals are clear so it made every action noticeable. Introducing new gameplay elements with simple levels and then testing the player with more complex levels is excellent game design. I appreciate the show not tell direction with that.

The only issue I had was the lack of a level select, and perhaps a score threshold on the results screen