Not bad for something made in such a short timeframe.
I found the timing a little difficult to wrap my head around as there wasn't much room for error. I think maybe if you didn't project forwards quite as much when avoiding conflict, the balance would feel a little better.
Very clever idea though, wish I'd achieved that much in my first 3 hours of the contest, I didn't even have an idea at that point!
Really neat idea! I like the art work, and love the music. As someone else mentioned though, the timing could be a little better. Also I'm not sure if it's just me, or everyone, but when you slow time, it seems as if there is a lag between when you hit space and when you actually move (this might be desired, in which case, it's fine).
Good audio, nice graphics. Would have been nice if there was a little more to do; I never felt the need to slow down time as the enemy timing was fairly easy. While I agree physical violence should be avoided I don't know if "Indifference" is the word I'd use for it.
Very nice work for 3 hours! I really like the art and the music is neat. I wasn't able to get to the end because it was a bit hard to avoid the enemies. It seems like the timing could be tuned a bit more. Still, nice work!
I liked the concept, I just wish the game was longer and played with the initial gimmick a bit more then the few seconds before the end of the game. Expanding on this post comp could be cool.
I like the concept, it just really hard (or maybe I am just bad) a visual cue to tell you when the enemy is about to hit you would be nice. But for the short timeframe amazing!
I really liked this. It was challenging to get the timing (spacing?) down but once I did it was neat to dodge between attackers. The music and graphics went well.
I really like how you incorporated the story, instructions and theme into the beginning of the game.
Maybe a score thing would have been nice? I wasn't sure if my later attempts were any better than my earlier ones.
I liked the dodge mechanic (though I couldn't seem to get the time slowdown to work -- unless I'm reading that long.) Hypnotic with the excellent music and repetitive (not in a bad way) mechanic
This was really cool. Loved the style and music. It was difficult, I think enemy hitboxes are a bit too large. If you did this in three hours, I can't wait to see what you can do with more time!
I took the game to mean as apathy as a way of weapon. A fascinating point that, yes, the lack of taking sides causes the conflict to continue.
Personally, though, the controls reminds me awfully of the Super Smash Bros. Melee's "Fox's illusion" move (Fox's side-B). This means that I took the game mechanic to "feel" like an attack itself. To me, this directly conflicts with the game's point: playing the game "feels" like an attack, yet the point of the game was not to. This just felt weird to me.
Comments27
I found the timing a little difficult to wrap my head around as there wasn't much room for error. I think maybe if you didn't project forwards quite as much when avoiding conflict, the balance would feel a little better.
Very clever idea though, wish I'd achieved that much in my first 3 hours of the contest, I didn't even have an idea at that point!
I really like how you incorporated the story, instructions and theme into the beginning of the game.
Maybe a score thing would have been nice? I wasn't sure if my later attempts were any better than my earlier ones.
Peace out!
Personally, though, the controls reminds me awfully of the Super Smash Bros. Melee's "Fox's illusion" move (Fox's side-B). This means that I took the game mechanic to "feel" like an attack itself. To me, this directly conflicts with the game's point: playing the game "feels" like an attack, yet the point of the game was not to. This just felt weird to me.
But different, I liked it!