Playing this felt like writing with your non-dominant hand; it reduced competent FPS hands into what looked like a cat running across a keyboard. But I loved the atmosphere of the game and the sound effects and animations - super impressive work for a week. Very cool experience all round, good job!
pipwolverine
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Well, this was one of the most unsettling input-related experience of my life xD Every part of my brain said NO, spacebar is the up button not the down button! It was actually pretty cool to button mash to find the keys that would do what I wanted and then force my brain to retrain itself so I could actually get through the level.
Great time changing mechanic! It Takes Two used something similar to great effect, so you're definitely onto something here! Unfortunately there was a jump across a pit I just could not make (not sure if it's a bug or I'm just bad or what, but I just couldn't seem to jump far enough). Apart from that, I liked this one! Changing time to solve platforming challenges is super fun, and I can see you touched on swapping from a new building to an old ruin, showing how time eventually wears everything away. Great job!
This is the first submission of the week I've played and I can already tell it's my favourite. This is the kind of game I would actually download and play in my spare time. Excellent job. The puzzles were satisfying, intuitive and fun, and increased in difficulty over time! For something so simple, I was surprised by how good it was. I finished all the levels in five and a half minutes :D
I didn't know it was possible to make a 10 second souls-like, but you managed it! I alt+4'd with -14 lives :(
In seriousness though, you somehow managed to recreate 4 classic games in one week. I was impressed. Teach me your secrets.
The bullet hell game, duck hunting game and limbo game (lol at that one falling block) were really cool, but the mario jumping star one was kinda broken. I couldn't successfully wall jump up to the star and not being able to use the cannon made me sad :(
All the graphics and amount of work that clearly went in was really amazing!
My favourite submission of the ones I played. Good job!
Pros
- A narrative to get me emotionally invested in the game! Love it!
- The twitch mechanic of getting the moving bar to stop in the green was fun. I felt like my good reflexes were being rewarded. Maybe once you hit the green once, the bar speeds up and it becomes harder and harder until the 10 seconds are up? Highscore based on how many times you manage to hit the green?
Cons
- The help page was indeed helpful, but the colour of the text made it super hard to read.
- The UI and text were tiny on my high-res monitor.
- What was the square? What was the circle? What was anything? I'm not good at critiquing this avant garde art! xD
Pros:
- A visual countdown timer helped me know how much time I had left.
- The eye creature was cute.
- Launching the eye creature was fun! Of all the things to keep, it would be this slingshot mechanic.
Cons
- The pendulum was too close to the left side of my screen for me to properly pull it back and launch it with a significant amount of force.
- I didn't know what I was supposed to do, nor whether I had won or lost the game.
- The UI was tiny on my screen. Given, I have a 4k screen and it probably looks fine in 1080p, but maybe something to bear in mind for next time?
I think if I were going to reiterate on the concept, I would probably go with getting rid of the "balance the ball" goal and replace it with a "launch the ball as far into space as possible" goal, since, as you say, people seemed to enjoy doing that more than keeping the ball from dropping.
A highscore for height achieved could be added, but players could further challenge themselves by trying to flip the ball up onto further platforms they could control, eventually trying to reach the top of some kind of structure (kinda like Getting Over It with Bennett Foddy). They'd have to start again if the ball dropped.
Thank you for the feedback! Much appreciated :)