While I liked style, ambience and magnificent soundtrack, it was pretty hard to figure out what to do.
ovk
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Very impressive to see multiplayer game in a game jam, well done! Technical implementation is great with spatial sounds and visual effects of different types of worlds. I liked some cool decorations (like what looks like some form of Schrödinger equation on the wall) and some sound effects that have The Neverhood vibe. Couldn’t really try it in multiplayer, but I can see it being quite fun.
Wow, what an original mechanics, excellent interpretation of the “time” theme. Visuals are a bit simplistic, but this doesn’t hinder game experience. Vertical platforms are very tricky to get right though, you have to really perfect your timing. Also I would suggest remembering last time offset setting, otherwise I find myself instinctively pressing ‘S’ but nothing happens, since time offset resets to 0 after each jump.
Fun re-imagination of the Flappy Bird. Overall, the controls feel right and I find that simple graphical style suits the game very well. One frustrating thing is that clocks often spawn inside barriers or walls, which makes them unreachable. So if you get few “bad” spawns in a row you just run out of time.
Interesting concept, but I agree with other commenters - it was hard to understand the goal and what “ON the second” means. It wasn’t also very clear that you can select levels with left/right on the main screen. The game itself is very polished, nice graphics, sound effects, and a lot of small things like particle effects on jumps and collisions, gentle screens shake etc. Cool distortion effect at the bottom third of the screen. One suggestion I have is not to use only colors to indicate something (like red/green to add/remove one second) - use also something else like shape.
Well, it was short, but very fun, well done. Weapons are awesome, very satisfying and each with unique feature. Like rail gun which you can move a little bit to hit multiple objects (not sure if intentional or not, but I thought it was cool). I would change controls though, to make WASD keys relative to cursor: for example, when you press W it wouldn’t just go “up” but will go “towards cursor”, I think this will be more intuitive.
The concept is simple, but it incorporates the jam theme very well, and is very addictive and fun to play. The game has just the right amount of juice with screen shake and particle effects, decent art and fitting sound design. My only complaint is that there seems to be a bug, when after some time, no matter what you do, the explosion circle just won’t grow past certain radius.
Cool exploration of simple idea, very addictive and fun to play. I liked sound design, and visual effects (especially distortion and dithering). One minor annoyance is that touching the bounding rectangle counts as collision. Perhaps, just restricting cursor to stay withing the bounds would be more forgiving.
Good idea, decent visual style and music (gave me John Wick vibes). However, the implementation needs some polish. Player having extra momentum after you stop is very annoying, as it often makes you fall off the platforms. Platforms behave very strangely - one flew up to the sky, and another went down and got stuck in the ground. Also enemy bullets that instantly kill you and you have to start from the very beginning is very frustrating.