Thank you!
PatAle
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So beautiful... The music, the sounds, the sprites, the mood. It's all amazing. The game fits perfectly with the theme. I love the way the background changes when you move through time. There should be a way to either speed up the clock or skip to the next stage in Manolo's life. Sometimes I was just sitting there waiting for him to age.
A game about using yoyo's as a weapon? Original and innovative!
Throwing the yoyo feels nice, but I wish that mechanic was more developed. Simply pushing a button when near an enemy isn't very interesting or engaging. I would like more control to different throws, different throws having different effects, charging your throw, hitting projectiles to reflect them etc.... Anything that will give the player more choice.
More sounds and effects are also necessary. A sound for hitting an enemy, for when you get hit, for hitting other objects, for rewinding the yoyo, for killing an enemy etc.. More particles too! The game needs more juice.
The movement and platforming is smooth.
There are so many ways this could be better, but I absolutely love the idea. This definitely has some potential.
Excellent job on this game. It's very different from other submissions. It's relaxing and has a very nice atmosphere. The seal looks great and the environment looks decent.
-I like that there are two parts to this. Having two completely different levels kept me interested.
-The water stage is awkward to control. Having the seal move forward regardless of where it's facing makes it feel unresponsive and weird.
- Controlling the seal on ground is much better. I like that there is full directional control and the seal moves where it's facing. The environment here could use improvement.The low poly style of some of the rocks doesn't match the style of the game and the textures on the sides of the game don't look very nice. I also found this part much easier, I don't know if that's good or bad.
- The "rewind" theme is there, but isn't used in a way that affects game-play.
Overall I think you did a good job.
Fun!
- The graphics and audio are spot on!
- The puzzles are clever
- I find the timing quite hard. I would prefer a larger damage radius on the bombs. I only made it as far as level 3 but then skipped ahead to see what else you came up with.
-I would also like a way of quickly resetting the bomb instead of waiting for it to explode.
I like the graphics. The effect when the player rewinds to a checkpoint looks cool. The sound effects are nice. The rewinding is kinda useless though, because it seems that if it rewinds me I won't have enough time left to clear the level anyways. Making the rewind faster or doing something with the time should make it better.
You are supposed to turn them off, push them to where you want (near the enemy) and turn them back on again. That's how you move them and get them to attack the enemy, as they can only see enemies from a distance. You're not the only one, many people don't seem to get that. I will add a tutorial or add better ways of managing your ducks.
Thank you :)
I like the style. I appreciate that the game has some sort of story to it, which I think is rare in game jams.
The idea of rewinding isn't used in the game-play, which I would have liked. It's just resetting the level when you did something wrong: basically all games have that. But the theme works because it's a part of the story (characters know Kevin can rewind time). I was expecting and hoping for a mechanic where you get stuff from future hours and have to go back in time to do stuff. It would be more of a puzzle that way. For example, the cake could appear at the last hour. Then you go back in time to the 2nd hour where the guard says he likes cake and that's when he lets you out. You could also do something like that with the cauldron. In a future level a scientist explains why it's relevant, so you can go back and interact with it.
Very original, innovative and fits perfectly with the theme! The idea is really funny, I laughed a lot. The style and overall look are perfect.
I found the game redundant after some time. It was just going from one clock to the next whenever it would pop up in the UI. There weren't enough people relative to the map size so I never had to worry about them seeing me rewind the clocks. Increasing the concentration of people would easily fix this.
I would also like to have more choice instead of just running around. Here are a few ways you could implement that in future versions, if any:
An intermediate between the good clocks and the clocks that need to be re-winded. So a 3 o clock, 4 o clock and 5 o clock. The 4 o clocks would appear on the UI so you know you gotta change them, but they don't cause people to go home. People will choose between clocks while considering their distance and urgency. Also, that way people don't go home before you could even get to the clock, which I find annoying.
A mini map that covers the entire map and shows where the people and clocks are. That way the player has a better idea of where people are and can choose which clock to prioritize based on how many people are nearby.
Overall, excellent job! This is my favorite take on the theme!
Thanks!
I will consider making the health bars sorted by their y position; I agree that it currently looks weird when a cluster of ducks are together and health bars are covering everything. As for the duck's stubbornness, I wanted the player to move the ducks closer to the enemies so they could attack (your ducks have a limited range). I understand that putting them to sleep, pushing them, and waking them up again isn't perfect, so I am thinking of better ways of commanding ducks. I think that will help with that issue.
I like the idea. "Rewind" is well implemented. The graphics and sound are alright.
- Sometimes the sound glitches: occasionally if I let go of shift the rewind sound still plays.
- I think some of the last levels are just copies of earlier ones. If not, then they are too similar. More variety would be nice.
-I would like a wider field of view, but that's subjective.
Well done!
I like the main idea. Rewinding and boxing go well together. The rewind was well implemented and the graphics are good. However, this game is absolutely lacking in player-feedback. It doesn't feel like anything is going on. Punches should make sounds, there should be visual effects for when the player or the enemy lands a punch, make the screen flash red, particles... It just feels like I am just watching two boxers play simple punching animations while healthbars are going down.
The graphics are spectacular and the audio not only sounds nice, but also fits in really well. Two big things that can be improved though:
- Effects/Player feedback : Some almost necessary effects were missing. For example, there was no feedback for when I hit enemies, and no explosion or sound when they died. No feedback for when the player takes damage or acquires a pickup. I would like to see more sounds, particles, flashes...
- Rewinding: It was there, but I never used it. It wasn't an important part of game-play, it was more like you made this game and then quickly threw in a rewind mechanic. The rewind could also feel cooler: have the screen overlay something, play a sound...
I think graphics are where this game rocks.
Dude I like this. It's fun, I love the background music and the concept. I like that you added a pause button, a menu button and a try again button. I think those are always essential and a lot of people forget to add them. Nice that you made all the assets yourself for the jam!
This could make for some interesting puzzles, the ones in the game right now are quite easy and the game is short.
I was actually drawn to the game because you used "rewind" as the act of re-winding toys like I did ;) Although, in this game you aren't really rewinding them. Just turning them on and off. I still think it fits with the theme.
I like that you made everything from scratch for the jam. The game is rudimentary, the graphics looks decent, and it's good you have background music. Great job for your first game! What matters is that you made and published a complete, finished game.
The ladders are weird to use. Jumping on enemies could feel much better than how it is now. I recommend having the enemy die the instance the player jumps on it, and playing a sound and particle effect.
Thanks :)
I agree that waking up and putting ducks to sleep is sometimes hard to manage. I was debating whether or not I should make a third button, as it would make things much easier. I wanted the game to use as few buttons as possible (ideally two, because there are two buttons on mouse), that's why I had it that way.
Thanks for sharing this, I will seriously reconsider the third button. It seems that a lot of people think like you, so I will likely go with it.
Thanks for your feedback. The idea was you would put them to sleep and push them to where you want before waking them up.
I understand the current method of moving ducks can get annoying. I did consider easier methods of moving ducks but I was tight on time :) The duck whistle is a great idea I might add that!