Exploring Time by Belvar

[raw]
made by Belvar for LD32 (COMPO)
Exploring time !
A game where you are an explorer looking for treasures, and you can bend time.

X rewinds the last enemies movements. Releasing X or waiting for the time bar to be empty makes the enemy to go "forward" and to redo the movements you just rewinded.
The mechanic can be used to pass through the enemies and go to the end of each level.

The levels loops so when you go back to the first level it means you "finished" the game.

The develoment was quite chaotic and I started to develop Saturday at 6pm (CEST) so it is very unpolished...

I hesitated before posting it... I feel like the concept could be interesting with a good level design, but I am not happy with the execution of it. The bad graphics, the bugs (collision and graphical bugs), and at the end, I don't feel like it is rellay fun to play.

Known bugs :
* broken z-index and hitboxes
* game over screen shaking when dying while rewinding

Feedback

Malsanity
20. Apr 2015 · 09:31 UTC
Dying while rewinding makes the text unreadable. Rewinding is not necessary unfortunately, can kite the enemies easily
fluidvolt
20. Apr 2015 · 09:34 UTC
I like (Almost) Tim Schafer's quote! Anyway, I think this is a solid shot. The main mechanic is cool and works pretty well. (I also liked the fact that if I died while bending time, the game over message shook -- It was like the game was screaming at me!)
Rialgar
22. Apr 2015 · 00:00 UTC
Remember LD29, when I promised ever commenter of my game a let's play? Well,... better late than never! Here is yours:

http://youtu.be/-OBtvnfYZzM

Nice and unconventional (heh!) idea, would have liked more kinds of obstacles, maybe enemies that can go only straight to the next wall or normaly unavoidable traps that need to recharge before they can retrigger
T8000
22. Apr 2015 · 14:40 UTC
Sweet idea Belvar, I found that you can exploit the time manipulation by going back in time in order to make the monsters stay still while you run past them. Simple "idling movement" in small area will easily make this less exploitable. Overall cool idea, I could see this taken further in a 2d game like this with different kinds of creatures and projectiles, well done.