Nice, really enjoyed watching you play! Thank you for sticking with it even after dying twice to the same room :)
Heg28
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Interesting concept, I like the idea! Similar to the poster before me, I got stuck in level 3 and gave up after a number of re-tries, because of the harsh permadeath punishment. I understand that you added permadeath for the jam requirement, but I too think that it would be better without. Especially because this is a stealth game that rewards patience! A killing animation would really help to make people understand that the mage was successfully killed.
My favourite thing was that the wizards seem to move to the beat! I think the concept has a lot of potential for a stealth game, well done!
I've wandered around in the forest and spotted the big tree. However I couldn't figure out how to get through the gate. It is a bit unclear when an interaction on an object does something, and what is required to activate it. For example if a key is needed for the gate, it would be good to give a hint that a key is required!
I like the PS1 look you were going for and I really like the monster models! They look very eerie, well done!
I am a big fan of the aesthetics, I think the CRT filter shader works really well in this context! Sadly I couldn't figure out the second step: I am assuming you have to order the pictures in the box to get the code, but I didn't get the connection between them. Either way, I really like the idea and the style!
This was quite fun, the character feels good to control! As a suggestion, I'd make the knifes bigger so that they are easier to see, sometimes they are hard to see against the background. Additionally wolves would sometimes drop in from above while I was already in mid-air, which made it impossible to dodge. The abilities were also very handy and the mid-air float felt nice!
Nice job, I especially liked the character drawings and the intro! I played up to the second level of hell, but couldn't make it through there. I think for the jumping gameplay it would already really help if you would be able to control the jump hight: Keeping spacebar pressed = higher jumps, short press = shorter jumps. That the music changed on higher levels was a nice touch!
Glad you liked it :) Yeah, that is correct. The state of each rewindable object is saved with a timestamp. When the rewind happens, the appropriate state is set for the current time. That also means that it doesn't have to rewind back all the way to 0, it could instead stop somewhere in the middle and all the logic is able to continue from there.
On the first prototype for this, we actually had the rewind as a skill for the player. You were able to rewind by just a little bit as well. The ability was cool, but designing puzzles around it in a bullet hell scenario was tricky. Hitting the objects to activate the different time effects worked way better for us.
Thanks, glad you enjoyed it :) I would be down for adding shooting to the game, but only if we manage to pull off interesting situations in combination with the time manipulation abilities.
Haha, obviously we tried to stay with the theme even on the submission time :-P ... I wish it were like that, but for some reason it wouldn't let me submit the game for the jam at first, so that was very stressful :D
Thank you! I also think that it is a good base to expand upon. A couple of other people also didn't realize immediately that they had to kill the turrets. That is something we need to improve on. It is one of those things that feel obvious when you develop it, but actually isn't. I am glad you still enjoyed it that much though :)
Thank you, glad you enjoyed it :) Was the checkpoint system very confusing to you? We thought that while it is not explicitly explained, it should have been fairly obvious once you "die" once. Especially because it is a rewind setting you back. Is the problem that you would have liked to know beforehand that you wouldn't have to restart the whole game after a death?
Yeah definitely, if we expand on this, it would need new ways to use the existing mechanics. But I think it offers a good base to expand on!
Made it past level 5, which looks like to be the last. I found the upgrading system to be really motivating! Once you get more bullets and faster attacks, it becomes real fun. Maybe those upgrades should be available a bit faster, because at the beginning it is quite challenging and not as fun. The combat is pretty good. If you want to improve how it feels, you could add some juice: Enemies exploding when they die, camera shake when you hit an enemy, stuff like that!
Nevertheless, I enjoyed it. Good job!