Thank you for playing! I agree. It is hard to tell when an object is paused or rewinding, and as a whole it really is more like like a demo than a game. In the end, time got the better of us, but if we were to develop it further, that is where we would start. I think the idea could work very well in a more "puzzly" setting.
Odaem
7
Posts
A member registered Jul 27, 2020 · View creator page →
Creator of
Recent community posts
How have you done SO MUCH in this time? I really love the characters, wonderful writing. (Pont the Knight... ( ╥﹏╥ ) no spoilers) Especially with the background music, this game really creates a mood.
BTW: mechanically, we had a very similar idea, though we didn't manage to make nearly as much game around it. Well done.
Everyone who worked on this did a great job, extra props to the Network Administrator.
I am amazed at how much you managed to get in there: jump'n'run mechanics, menu and level select, even a dialog system (kinda).
Two issues I had while playing:
- When falling back down, the camera only goes as far as your feet, but you can't see the platform you're standing on. This is fine on the ground floor, but not if the platform has edges you now can't see.
- The green platforms... they can very easily send you back very far, which sometimes means you have to do the whole level again. I guess this is by design, but it became more discouraging than challenging.