Thank you so much for playing! The puzzle idea does sound very interesting, when I work on this game more I may just have to implement something like that. If there's a way I could make the keyboard controls more intuitive let me know. I'm definitely going to keep working on this over the next month or so so any feedback is greatly appreciated. Thank you again for playing and I'm glad you enjoyed it!
Node Sandwich
Creator of
Recent community posts
Thank you! The time travel is more atmospheric than anything really, if I have time to work on this more, I could probably represent it better by designing the levels to feel more like you're in an abandoned facility that you travel back in time to when it was operational. If there was anything i could do to help the controls feel more fluid let me know, I tried my best to incorporate both controller and keyboard support and i understand one control scheme might work better than the other. Thank you again for playing, I'm glad you enjoyed!
Hey it's okay, seriously don't worry about it, there's nothing to apologize for. There's definitely something there using this concept. I really like the idea that your actions in the past affect what happens in the future and that there's multiple outcomes to different situations. I just wasn't sure exactly what certain things did and what changes I was making.
I would say if you wanted to continue building off this concept, give the player more tools to mess around with and see how that affects the future. Maybe if the player focuses on collecting wood, the island sinks but you build a raft to live out the rest of your days. Maybe if you murder everyone, the island doesn't sink but now you live in solitude forever. Maybe if you talk to and recruit everyone you can band together and escape the island somehow, just to spitball some ideas.
Like I said, there's a really good idea here. I just wasn't sure exactly what certain things did or what my overall goal was, but even then, that can also be player driven. Maybe the player wants to murder everyone and live in solitude, or maybe the player is more resource driven and wants to build a raft, etc. Don't apologize for or discredit anything you make. Taking steps forward towards making something you enjoy or taking time to learn something new is always a good thing.
So I needed to take some time and come back to this because I was genuinely lost. I saw the watch in my inventory but there wasn't any indication of what i needed to do with it. Pressing the right arrow key while over the watch was what made the dialog pop up letting me change the time. After dropping the fruit in the water and passing time, I just couldn't figure out what changed or what else I needed to do.
There is a neat idea here. Maybe having puzzles where you need to pass a certain amount of time but not go too far to prevent this other bad thing from happening could be pretty neat. It just feels way too abstract and I just have no clue how to proceed. What this game needs is a better indication of what your actions are accomplishing so you can figure out how to use the tools you have to progress. I have no idea what the fruit disappearing in the water accomplishes or how I can use that to proceed.
You can definitely make some really neat puzzles using this concept. Having the world change based on what time it is is a neat concept. There's something to the idea of being able to impact things that happen in the past in order to change the outcome of the future, I would just love to see that idea come to life a little more.
Wow! What a neat concept! It took a bit of getting used to, but being able to summon a clone of myself to provide cover fire was a lot of fun! I couldn't really use the reverse time function that much due to the fact that I would mostly want to use it out of combat since I would lose control of the player, but by the time I'm out of combat it's been too long since I lost health so I wouldn't really gain much back. The clone mechanic is really great as is, but if I was able to summon multiple clones at once to potentially provide a ton of extra backup against a horde of enemies, that would feel incredible.
I feel like there should be a way to adjust the mouse sensitivity, it did feel a bit slow to rotate the camera around. I also feel like the enemies are a bit small which made it a bit hard to aim. Having that zoom feature did help a lot but I feel like making the enemies slightly bigger might help as well. Also if there was some kind of distinction between the player character, the enemies, and the clones, that would help to know I'm not wasting time shooting my fellow comrades.
This game felt great, I really enjoyed it! There's definitely so much more to be built off this concept and if you decide to keep building on this I wish you the best of luck!
This game's idea is really neat! I love the concept that you need to choose what route's the fastest based on what time period it's in. I love the use of theming as well and how the different roads are very clearly visually different depending on when you are.
I'll be honest, it feels a bit slow. Less like a high speed highway chase from your pursuers and more like a Sunday drive to the grocery store. Having it be more fast paced would definitely help not only with how the game feels, but also should encourage the player to think quickly on their feet about which path to choose. It would also mix very well with the charge up system. You may be able to switch to one path now, but because your vehicle hasn't charged up yet, you won't be able to take the second branching shortcut from that path you just chose, whereas if you switched earlier, you just might have time to.
The bit of story in the instructions screen is very adorable, I love the raccoon and the squirrel character. It says in the description that that cutscene is fully voice acted, but for some reason I wasn't able to hear it, which is a shame because I would have loved that! The concept is really well done and there's definitely a lot to build off of with this.
I like the idea of this overall story as to why this man wants to go back in time to forget things he learned or go back before things got hard or unmanageable, I feel like there's a lot more to be explored with that concept. I also think the stealth aspect of the abstract time corridor is a lot of fun, there's definitely some neat ideas to be explored there.
The controls feel very awkward. If I have my right hand on the arrow keys and my left hand on space, I need to take my hand off the movement controls to rotate the camera, and if I have my left hand on the arrow keys and my right hand on the mouse, again, I need to take my hand off the movement controls to press space when I need to interact with an object. I feel like a better way to use the arrow keys like that would be to take what older resident evils do and use tank controls, but then again, that kind of control scheme doesn't really fit well with a stealth type game. Probably just sticking to WASD to move and moving the mouse for the camera might be best. Also having the camera that close to the character doesn't really give a whole lot of room to view your surroundings, so having a more zoomed out camera might be better as well.
Giving this sad depressed man the ability to go back in time to relive happier memories is a really neat idea that could be implemented well. Maybe later on in the story, he learns that he can't change the past no matter how hard he tries and that he needs to learn to live with the outcome of whatever happened could make for a neat story. As you go through these memories you find out more about his past and what lead him to the life he's living today can be something very compelling, and I would love to see more!
The pixel art style is very cute, and I love the soundtrack that came with it. I'll be honest, I'm really not sure what exactly I'm supposed to be doing.
At first I just went around gathering wood letting all the people do their work cutting down trees and mining rocks, but that meant by the year 2050 the island would get destroyed. Then on the next playthrough I found an axe lying on the ground and just started murdering everyone, so at least the island stayed intact, but I feel like that wasn't what I was supposed to do either. I'm wondering if there are even more endings than the two I got.
I figured I could use the axe to murder people and that would alter the ending, but I genuinely don't know what I'm supposed to do with all the wood I collected. Otherwise, controls feel solid, the art style is great and the soundtrack is really good!
I like the idea. Being able to reverse time to get out of a bad situation is a pretty neat concept. I just wish I got to play the game long enough to fully explore that concept. Mainly, and maybe I'm missing something, but I wish there was a reset button when you lose. The game just freezes and I have to refresh the page to start over, but before I get in, I have to watch the long intro cutscene every time, and because of the randomness of the enemy placements, sometimes one can spawn right on top of you the moment you start the game.
I like the intro cutscene as a way to set the stakes and to establish your place in this world, but only the first time. Like I said, if there was a reset button when you lose that just started the game over immediately, it would feel so much better and would get the player back into the action immediately.
Also in terms of enemy placement, having an area right as soon as you spawn in that tells the enemies not to spawn near the player would help give the player time to figure out what's going on before getting into the action or potentially losing immediately.
Otherwise, genuinely, I like the idea. I feel like there's so much more you can do with setting up an arena, maybe having safe zones or walls that close off at a certain time so you need to reverse time to enter, or just in general reversing time to get you out of a hairy situation is a really neat concept.
I love the art style and the sound design that went into this game, very pleasant yet mysterious. I feel like there's definitely more ideas to explore in terms of the gameplay. I loved utilizing planting the seed in the past to have it grow in the future to progress, as well as the glass planes that break in the future but are intact in the past. I would just love to see more ideas that involve exploring the environment in a similar way. Very cute and charming!
Thank you so much! I really wanted to try using the teleporter in a way that feels unique and isnt only for just teleporting, mixing up the gameplay slightly. I also really like the idea that the first time you enter a level, you figure out what you need to do and where you need to go, and on subsequent playthroughs, you can find ways to get through those areas quicker and more efficient. Im glad you enjoyed it!
Im glad you enjoyed the art style, even if they were cobbled together photos i took with my phone lol
If i had more time, i would definitely try to make it so instead of teleporting at the walls location, try to find the direction of the wall and teleport a set distance away so its not as easy to clip out of bounds
I can definitely tone down the effect after the teleport happens as well
Thanks for trying it out, and thanks for the feedback!!
This game was really solid! I love the lore and the story behind it. I like the limit placed on the teleporter so you can't just teleport as much as you want. the guys were very silly and i love that a single kick to the nards explodes them into a million pieces. This could make for some very fun platforming i must say!
I really enjoyed this one! This has a really neat idea, and it felt pretty satisfying figuring out what i needed to do! if there was one thing, i would say i wish i could see the events play out in real time first so i have a quick idea of everything happening before i try to figure out a solution. also if there was a way to switch between portals aside from it being automatic, that would help too. otherwise this one was really neat!
I will say, i love the lil guy. i love the general art direction this game has as well. it's not exactly a puzzle if i'm being honest, if the puzzle is simply "guess which one will take you where you need to go." the slow animation didn't really help that much either. something really neat you could do is maybe having all the teleporters inactive or not working, and moving your way around the dungeon, solving puzzles to activate pairs of teleporters as you go, and using them to your advantage to access rooms you otherwise wouldn't be able to go to, just to name an idea. Otherwise, i really did enjoy the concept, and i know this can be something pretty neat!
Pretty neat little game here! I like the idea of shooting the ball into a portal to have it appear in a different part of the map. I just wish that idea was explored a little bit more instead of it just taking you at a point further into the level. Like maybe a little risk vs reward thing where if you take one portal, it's easier yet takes longer or more strokes, or if you take the other path, it's harder but you can get through it quicker, just to name an idea. I saw someone else comment that it might help to have some sort of map or way to see the entire course as well, and I definitely agree with that. Otherwise, pretty neat, it was a lot of fun. I got 37 strokes myself.
Hoo boy! I really like the concept of this one! Once I got the controls down, it was a lot of fun nailing the tight movement and being able to get out of the way of the shots. I feel like the second level is a bit way too hard for it to be the second level, and I feel like the idea could be introduced a bit better, but I was able to get the hang of it and in the end, it was pretty neat!
This was a very fun little game! I love the lore! Having the tradeoff that you can slow time to get more precise control but it adds more to your overall time is really neat! It felt like there was a lot to keep track of with the controls, especially when it got really tight, but that just made it more fun! I got 1:51!