Rollback is a game made for the Ludum Dare Game Jam.
Rollback is a game about speed. You have a time limit to collect 5 keys, some are guarded by a maze, others are puzzles. If you fail to get all 5 keys, time gets rolled back, but if you succeed, you escape the time loop.
Controls:
WASD or arrow keys to move ESC to pause (tab for webgl)
Tools used: Unity - Game Engine | Visual Studio - Programming | GIMP - Art | sfxr - Sound Effects
Cool idea, i like that you have to do couple loops in order to beat the game, can't do it on first try cuz you have to understand the level desing first!
Awesome game and level design! I love the aesthetic and sick postprocessing. Some music would be nice. It would also be nice to know how much time you have left too. All in all, great entry!
This was a really interesting game, and I enjoyed the trial and error concept behind it. I like the visual aesthetic, it almost seems very cyber, or computer-y, which made me a bit surprised when I came across a bow and arrow. The subtle curve around the edges also felt nice. It added to that aforementioned cyber feel, almost making it feel like some sort of futuristic domed monitor. Echoing the comments others have already made, having some form of reset timer displayed would have been nice, as I found myself often thinking I had heaps of time left seconds before it reset. I did see your comment however acknowledging this as a time restraint. The map also felt very big, I found myself getting lost, not knowing what to do, and due to this the timer was very long and I always felt like I was losing so much when it reset. A smaller map may have led to a more tense and frantic dash, rather than a slower stroll. All in all it was an interesting and really quite good looking game, I just wish I didn't feel so cheated when the timer reset.
That's a fun little game, I like the concept. It's a bit hard to figure out what to do but overall I enjoyed it, especially the minimalistic presentation.
Hello! What a fricking nice puzzle game. I got bamboozled when I saw "get here in the first 15 seconds" lmao. I restarted the game after collecting a few keys because that was the only way and then it was just key and bow collecting time all over again. So thats what a good puzzle game is like, at least in a LD game! Not too hard puzzles, like realizing to do something and just running around a maze. Also the fact that you had a good looking bow as a literal white square was very epic lol. The glowing was good looking, didn't find any clipping mistakes or some places where the light wasn't as it was supposed to be. It was also cool that there were those darker places where even the square didn't glow. Your collider stuff also worked really nicely. A little music would have made it maybe more atmospheric, but that's just my preference and there is only a little time in LD to do everything :D
Well either way, nice puzzle game, nice matrix-type graphics and the mechanics and the game worked well, didn't find any bugs! Cool game and éntry!
Game looks nice and plays smoothly. I would like some additional element other than just walking around a maze. Look at "Thomas was alone" for examples :D
I had no idea what I was doing, until I realised that finding out what I was doing, was sort of the point. I think the player should move a little faster, given how long it takes to navigate the maze multiple times, but overall I liked it.
The game is a bit too large for my screen and I missed some sort of indicator how much time you have left. The graphics contribute nicely to the athmosphere.
Nice little puzzle game. Aesthetic is pleasing enough even if it's very minimalistic. The character is much too slow, and the time too limited even once you know what to do, not sure if the point is optimizing your routes going from point A to B to C? I actually managed to get the last key when the time had already ran out (clock screen on top of the game but the key SFX sounded) though it evidently didn't count since it just restarted the game. Basic UI for the amount of time/keys/arrows could've gone a long way, even if it was composed of basic debugging text labels. Not having a visible timer when the whole point of the game is that you're doing things under the clock is extremely weird.
@730 I wanted an element of surprise, you thinking that you have like an hour left but you only have seconds, that's why i didn't have a timer on screen
Comments32
I love the fact that each iteration of the loop, I'd get a better understanding of the area until I managed to complete the game.
The button press sfx was a little loud for my taste but fit the anesthetic!! Overall great job!!
Maybe characterizing a bit better the main character would have improved the general experience, but I also like the minimalistic graphic :)
I enjoyed playing your game! I think the tiles and background look great as well.
I approve of the classic 'player as a cube' :D
What a fricking nice puzzle game. I got bamboozled when I saw "get here in the first 15 seconds" lmao. I restarted the game after collecting a few keys because that was the only way and then it was just key and bow
collecting time all over again. So thats what a good puzzle game is like, at least in a LD game! Not too hard puzzles, like realizing to do something and just running around a maze.
Also the fact that you had a good looking bow as a literal white square was very epic lol. The glowing was good looking, didn't find any clipping mistakes or some places where the light wasn't as it was supposed to be. It was also cool that there were those darker places where even the square didn't glow. Your collider stuff also worked really nicely.
A little music would have made it maybe more atmospheric, but that's just my preference and there is only a little time in LD to do everything :D
Well either way, nice puzzle game, nice matrix-type graphics and the mechanics and the game worked well, didn't find any bugs! Cool game and éntry!
Anyways, nice entry, well done!
The character is much too slow, and the time too limited even once you know what to do, not sure if the point is optimizing your routes going from point A to B to C? I actually managed to get the last key when the time had already ran out (clock screen on top of the game but the key SFX sounded) though it evidently didn't count since it just restarted the game.
Basic UI for the amount of time/keys/arrows could've gone a long way, even if it was composed of basic debugging text labels. Not having a visible timer when the whole point of the game is that you're doing things under the clock is extremely weird.