Nice stealth game. I got caught by the helicopter several times even when I could not see the light which made me get reset. Really enjoyed the mechanic and how you are basically going in loud, but leave no evidence behind.
Wow, this is a really good stealth game! The time manipulation device mechanic was definitely cool, it made things very interesting. Seriously good job on this!
@sirred The helicopter was one of the most annoying things for me to fix, but I managed to make it not be as annoying. Its definitely one of the features that needs improving. Thanks for the feedback :)
Well done, the lighting effects are great. There was no sound for me, but this happens sometimes for some reason with Unity games on my laptop- not sure why.
@funemaker Thanks I really appreciate that :D Good lighting is something I always try and achieve in my games as I really feel like it can create a story.
@pschichtel Thanks heaps! All of the assets were created during the jam, apart from one or two that are in as cheeky easter eggs. And also yeah I agree some of the sound effects were a bit out of place, and we needed to miss-match a couple due to running out of time
Hotline Miami vibes with the loop mechanic was a very cool idea. I have to say that the "bug" of the helicopter capped a little bit my fun but the concept of the game was really cool, the way you have to take care because of where they are and where they will respawn is very cool!
Really awesome game and perfectly fitting for the theme. I was hoping for the guards to move in a bit more complicated patterns but I guess the helicopter totally compensated that :smile:
Hey well done, the whole thing felt really cohesive and polished!! The most striking thing for me was how you've used lighting, both visually and as a game mechanic - the darkness surrounding the player made it difficult for me to navigate the level, but perhaps that's what you were going for! The only other thing is that I would have loved to hear the music develop a bit more during gameplay :grinning:
@frozentape Thanks for the awesome feedback! I agree with your thoughts on the music, I'll definitely take that into consideration for my next games. :D
Really nice concept, and both the gameplay and visuals feel very polished! I like how you used doors as an interesting gameplay mechanic by having time go back to when they were locked; we also had fun working swinging doors into the mechanics for our game.
@dans17 Thanks for the feedback, and congrats on beating the game, you are one of the few who have hahaha. I'll be sure to check your game out when I can :D
Smooth and simple controls, neat graphics, atmospheric lighting and immersive sounds!
The premise is clean and well implemented, the mechanics are introduced simply and quickly, and the gameplay offers a good deal of tension and prompts quick problem solving skills.
I had a blast walking through the level and timing my moves to get the intel and make it back to the elevator.
The cost of operating the time loop gadget was a funny touch at the end too. All in all, a solid game!
That was awesome I love stealth games so the gameplay really appealed to me. Also, there was something about the graphics, music, sound effects and just overall atmosphere that reminded me a lot of Syphon Filter for the PS1, especially in the tutorial area.
There were some things that need improvement. The biggest thing being the loop mechanic. Conceptually its really cool, how you're not just sneaking past enemies but also somehow sneaking past time and it adds a unique element to the gameplay. The problem is how finicky it is. During the reset, it felt like the enemies were being put in a semi-random location/orientation. I didn't test this myself by tracking an enemies movement the entire loop, but it felt like I had to run away from enemies as time wound down because I didn't know what direction they would face. Also, sometimes you could move during the loop effect and other times you couldnt. Maybe a solution would be to have an indicator, like a ghost showing where the enemy will reset to. This would make it easier to plan your actions each loop.
While playing I thought that the loop mechanic would work as an item that you had to activate and not something thats always on, but thinking about it afterwards, I think its fine how it is now. Having it always on makes you feel like some sort of ghost navigating a world where you don't belong.
Another detail that should probably be changed is the gun collision. While you could incorporate it into gameplay, like opening doors or moving objects, I found that the collider on the gun just made it difficult to navigate tight corridors and around objects. It would probably just feel better to get rid of that altogether.
Also, I think this game could really benefit from a dive/roll. When the clock is winding down and you're in an enemies path, you could roll to safety to avoid being seen which would add another element to the gameplay.
I really enjoyed my time with this game and I think a fully developed Bullet Time would be cool as hell Great Job!
@skleembof Wow, awesome feedback! I really liked your ideas and I've written some down for future development. We were originally going to make the time loop a manual mechanic however we felt that making it a forced gameplay element helped stick to the "stuck" in a loop theme. Your idea for the dive mechanic really caught my attention and I think it would greatly fit the gameplay, allowing the player to avoid the guards a split second before they are caught. Thanks for putting so much effort into your feedback :D
That was really good. The audio and visuals worked really well and created an immersive experience. The time loop mechanic is really interesting, and I think there's a lot you could do with it.
This is one of the more complete games I've encountered so far. It totally feels like a finished game, and it only needs some more levels and a story to bring it together. Nice job!
Comments53
Will there be a web version?
Seriously good job on this!
Out of interest: were all assets made during the jam or did you reuse things?
Love the graphics and the mood.
I'm a bit confused by the time loop thingy but I love those kind of gameplay.
congratulation for your entry!
Game concept was very good
A Stealhgame + Loop?
Very nice!
Although...the Helicoptre catched me sometimes...Even if I was NOT in the light... I just heard the helicoptre and...got caught.
But A real nice idea :)
Smooth and simple controls, neat graphics, atmospheric lighting and immersive sounds!
The premise is clean and well implemented, the mechanics are introduced simply and quickly, and the gameplay offers a good deal of tension and prompts quick problem solving skills.
I had a blast walking through the level and timing my moves to get the intel and make it back to the elevator.
The cost of operating the time loop gadget was a funny touch at the end too. All in all, a solid game!
There were some things that need improvement. The biggest thing being the loop mechanic. Conceptually its really cool, how you're not just sneaking past enemies but also somehow sneaking past time and it adds a unique element to the gameplay. The problem is how finicky it is. During the reset, it felt like the enemies were being put in a semi-random location/orientation. I didn't test this myself by tracking an enemies movement the entire loop, but it felt like I had to run away from enemies as time wound down because I didn't know what direction they would face. Also, sometimes you could move during the loop effect and other times you couldnt.
Maybe a solution would be to have an indicator, like a ghost showing where the enemy will reset to. This would make it easier to plan your actions each loop.
While playing I thought that the loop mechanic would work as an item that you had to activate and not something thats always on, but thinking about it afterwards, I think its fine how it is now. Having it always on makes you feel like some sort of ghost navigating a world where you don't belong.
Another detail that should probably be changed is the gun collision. While you could incorporate it into gameplay, like opening doors or moving objects, I found that the collider on the gun just made it difficult to navigate tight corridors and around objects. It would probably just feel better to get rid of that altogether.
Also, I think this game could really benefit from a dive/roll. When the clock is winding down and you're in an enemies path, you could roll to safety to avoid being seen which would add another element to the gameplay.
I really enjoyed my time with this game and I think a fully developed Bullet Time would be cool as hell
Great Job!
This is one of the more complete games I've encountered so far. It totally feels like a finished game, and it only needs some more levels and a story to bring it together. Nice job!