3213 is my highscore. Its a farily simple game with not much replayability, and I'm not sure how the theme works into it. (actually I just checked the home page, and I didn't realize you could slow down time. Playing it a second time, I couldn't even beat my first highscore.) I found the strategy of just pushing down, and sometimes pushing right. It reminds me a little of https://www.play-games.com/game/37513/death-run-3d.html this game that I used to play a while ago.
JaimeKurz
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Some of the levels seem haphazardly placed, and I could beat several of them by just cheesing them. 10 really good levels would have been better than 20 levels. 18 and 19 were really good levels, and level 15 was the first time I felt challenged. level 20 was easily cheesed. Otherwise, the design is really simple, and it is clear what to do. The use of theme is ok, but it isn't exactly time-travel. It feels more like I'm just placing a copy of myself before I respawn. I like the bright colors, and the sounds are cool, but they get annoying without a pause button.
Beat it in 9:25. I definitely had a couple "aha" moments playing this. It could definitely use more of a tutorial though. I was stuck in the first room for quite a while, and had to watch the walkthrough just for that level. The second room explains the snap mechanic better than the first room. Otherwise, it is really well designed. I love the pixel art, and the satisfying room-wipe transition. The jump-snap-rewind to jump over large gaps is a little tricky to master, but no jump is so difficult that it requires the utmost precision. It was a really enjoyable experience.
Here is my own analysis for my game. The art and music are highlights. For the first time doing pixel art, I think I did pretty good. Aesprite is awesome! The music was also a good idea, and I didn't want to repeat what I did for a previous jam. I think the main flaw is the ui. It is really unclear what to do, and some of the icons are identical, even when they do different things, which makes certain levels really difficult. The difficulty curve was also a problem. The balloon level was more difficult than the tower level, though I intended it to be easier. Also, it isn't very fun. Nice concept and art, but a little lacking in juice and replayability.
I've seen the concept before, (I forget the name of the game, but GMTK talked about it in a video once). Really well done. The game is really great overall, and I throuroughly enjoyed myself. Who did kill __person__ though? It seems like most things I could interact with were dead ends, and after I discovered information on who killed __person__, I thought I just had to talk to the intruder again, but apparently I had to do the screwdriver thing again as well. I would like to see more story.
Really great concept, but I had no idea where the exit was, so I didn't know how to judge which time period was the better one to jump to. I felt like I was aimlessly wandering, and when I did get to the end, it was more like "... what? I won?" Otherwise it felt really slow, and if It could be sped up a bit, It would be more enjoyable. I would probably play this again after you updated it a bit to see what you do with the idea.
It looks really good for a game made in scratch. The pixel art is really cute, and I love the squish/squash motion of the guy. The castle level was really difficult, and it would be nice if the hitboxes weren't so large, or if the friction wasn't so high, but I ended up getting past that and the remaining levels were really easy. There wasn't much change in each level. It is literally a one dimensional game (except for the time dimension), so it would have been nice to have some other interesting concept.
15:38 and 238 deaths on the first go. 4:30.38 on the second with 48 deaths. Really good graphics and visual effects. I feel like you succeded in making what I wanted to make but didn't know how. The controls are good, though getting any height with the jump proved difficult. Some of the levels, the last one for example, you need to know a trick to get by, but then it becomes easy.
I really appreciate how you gave the character jump buffer and coyote time. I had a little issue with the cloud jumping. If you somehow made something like coyote time for the cloud jump, so you don't have to hold jump before landing on the cloud, but can hit spacebar right when you land, it would feel more natural (IMO). Also I didn't realize until the last level that the timer hitting zero didn't kill you, but just made the water started rising, so I found the second to last level much more difficult than the last. Good game, cohesive visuals, nice music, but the jump sound does get a little annoying after a while. (A tip I heard for that is to slightly vary the pitch each time it plays.) The theme is well implemented. (The water rising is really important for the theme.) Took me about 20 minutes to beat.
I got the win by just playing soccer, listening to music and hanging out. The game needs to be shorter: 10 turns instead of 40; and I feel like your actions need to have consequences, like not studying makes you lose tests, which makes you get criticism, and having too much of one emotion make you lash out. 10 moves of carefully thought out turns is better than 40 moves that don't mean much.
Really great atmosphere. The last level is not easy. My one gripe is that I had gotten comfortable using both hands on the keyboard and then I had to go and get a mouse when you introduced the green flame mechanic, so I had to relearn the bubble mechanic. Really though, that wan't much of a problem. Great game.