Thanks for your feedback.
PatteBlanche
Creator of
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You tricky fox !
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So every choice is a bad choice, huh ?!
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It's really too bad that it's not finished because the idea is great. It may seem that this kind of game loose part of its charm if you can just go back in time and change everything but i think you could explore this mechanics in very interesting way by letting the player exploring the timeline in details : it's possible that the same decision have different consequences due to pure luck, that the player create time paradoxes, run out of "time fuel" or have to rewind back to the beginning of the story to realize that an action that seemed mundane was, in fact, decisive in the future.
The sounds and visuals fit nicely together.
Yiha ! That's a fun game, i really like the humor.
The mechanics are rich and you really have to learn how it works, it's interesting all the way.
the difficulty is just right in my opinion, but the graphics and sounds aren't very refined and i think there is a misspelling of 'mercury' in the menu (or is it a joke i didn't get ?).
the fact you have to move one of your hand to the enter key to advance in the dialogues is kinda annoying, it would have been better to advance at the press of the mouse button (or better yet, of *any* key).
Good job.
There is no sound ? :'(
The fact there is no guide makes it impossible to win on the first try : you're only able to win once you know where the different tasks take places. The mix between mouse and keyboard control is a terrible idea : if you should have your two hands on the keyboard, make it possible to advance in the dialogue by pressing a keyboard key (especially if the timer starts right after the last line of dialogue).
The concept is fun and i like the implication that billy's candy is in fact drugs that modify his perception of time.
The game is beautiful and it feels nice to move around (nice sound design and animation) but the level design is kinda weird : there is an X and an arrow pointing down in the third level (i think) and going down only makes you realize you have to grab the key *before* going down. The time stop mechanics is interesting but timing it properly is hard (which is ironic), and it's kind of frustrating that there is always a sign telling you to use it and it is useless/dangerous (because you fall of platforms) to use it anywhere else.
I couldn't go past the fourth level because of nasty slowing down bugs, but it was nice to discover this little world. I really liked the cute/gore contrast.
Thanks a lot for your kind words.
The 4 hit limit is indeed problematic, but i couldn't find a way to increase the length of the game without making it too hard or too uninteresting. I'll think about it.
I should also point out the fact that while the canvas height diminish, the perceived speed of fragments and bullets stay the same, so the time it take for them to hit is actually reduced.
I'm glad you had some fun.
Thanks for the feedback. Choosing the first color to pop wasn't obvious : if i start with orange, the player can understand the defusing mechanic by doing nothing (and understand naturely that he should 'collect' the blue mines, it's more friendly to non-gamer) but if i start with the blue mines, the rythm is better (the action start right at the beginning and there is a slower phase before the "mixed colors" waves).
You finished it ! Until a late stage of development i had no music for the end so i tried to think of something sad for the death and happy for the win : evangelion is what came out of my synth.
Thanks for the feedback on the visuals, i though it was contrasted enough but maybe my view was biased by the time i didn't want to spend in redrawing the sprites.