Ludum Dare #60compo
REWIND RAMPAGE
The past was never erased.
A fast-paced, neon-styled 2D action game made for Ludum Dare 60 (Compo), inspired by the theme Old Tech.
What if an old magnetic tape recorder could record time itself?
In REWIND RAMPAGE, every movement you make is recorded. Rewind through your own footsteps to destroy enemies, trigger explosions, and survive a malfunctioning machine that has forgotten how to erase the past.
Made with Unity & C# by YEZISOFTQWQ.
Record. Rewind. Erase. Repeat.
---------------------------------------
Hi everyone, YEZISOFT here!
This is my first time participating in Ludum Dare, my first time developing a game entirely on my own, and my second game jam overall.
I don't have much technical skill or any particularly brilliant ideas, but I did my best with whatever methods I could find to put together a game that might honestly be pretty mediocre.
I dragged myself out of bed at 6 AM (UTC+8), saw the theme, and immediately started thinking of all sorts of things—Nixie tubes, old typewriters, and so on.
My original idea was actually based on keyboard ghosting, but I eventually realized that the gameplay wasn't all that interesting. So I switched to magnetic tapes and ended up making... an action game, I guess? With some MMO-inspired mechanics thrown in.
added in UTC 7:27 10.19:
----------------------------------
AI Usage Disclosure: AI tools were used to generate most of the source code and refine the visual art style. All other aspects, including game design and music, were created entirely by me.
Thank you so much for playing my game! The game does feature a score multiplier for defeating enemies consecutively, but I realize that this mechanic alone isn't enough to really motivate players to keep pushing themselves.
I'm not a professional game developer. In fact, I only downloaded Unity for the first time about six months ago.
However, I once participated in a local, in-person game jam, and that experience left a lasting impression on me. I really wanted to experience something like that again, no matter what, and that's how this game came to be.
I know my ideas are still quite limited, and the game itself is far from perfect and perhaps a little impractical. Thank you all so much for taking the time to share your thoughtful feedback and criticism. I genuinely appreciate it.
I hope to create more games in the future, and perhaps one day I'll even be able to implement interesting gameplay mechanics and create appealing visuals entirely on my own, without relying on AI. I believe that learning to achieve these things by myself is also an important part of the joy and sense of accomplishment that comes with game development.
A fast-paced, neon-styled 2D action game made for Ludum Dare 60 (Compo), inspired by the theme Old Tech.
What if an old magnetic tape recorder could record time itself?
In REWIND RAMPAGE, every movement you make is recorded. Rewind through your own footsteps to destroy enemies, trigger explosions, and survive a malfunctioning machine that has forgotten how to erase the past.
Made with Unity & C# by YEZISOFTQWQ.
Record. Rewind. Erase. Repeat.
---------------------------------------
Hi everyone, YEZISOFT here!
This is my first time participating in Ludum Dare, my first time developing a game entirely on my own, and my second game jam overall.
I don't have much technical skill or any particularly brilliant ideas, but I did my best with whatever methods I could find to put together a game that might honestly be pretty mediocre.
I dragged myself out of bed at 6 AM (UTC+8), saw the theme, and immediately started thinking of all sorts of things—Nixie tubes, old typewriters, and so on.
My original idea was actually based on keyboard ghosting, but I eventually realized that the gameplay wasn't all that interesting. So I switched to magnetic tapes and ended up making... an action game, I guess? With some MMO-inspired mechanics thrown in.
added in UTC 7:27 10.19:
----------------------------------
AI Usage Disclosure: AI tools were used to generate most of the source code and refine the visual art style. All other aspects, including game design and music, were created entirely by me.
Thank you so much for playing my game! The game does feature a score multiplier for defeating enemies consecutively, but I realize that this mechanic alone isn't enough to really motivate players to keep pushing themselves.
I'm not a professional game developer. In fact, I only downloaded Unity for the first time about six months ago.
However, I once participated in a local, in-person game jam, and that experience left a lasting impression on me. I really wanted to experience something like that again, no matter what, and that's how this game came to be.
I know my ideas are still quite limited, and the game itself is far from perfect and perhaps a little impractical. Thank you all so much for taking the time to share your thoughtful feedback and criticism. I genuinely appreciate it.
I hope to create more games in the future, and perhaps one day I'll even be able to implement interesting gameplay mechanics and create appealing visuals entirely on my own, without relying on AI. I believe that learning to achieve these things by myself is also an important part of the joy and sense of accomplishment that comes with game development.
Comments27
It'd be nice to see the AI Disclosure here in your write-up. I think I'd like to see what you could do on your own though, so keep at it, build confidence, and learn.
Great idea! Sure it can be turn into something more!
The random texts all over the UI were very distracting as well. Some had important information and appeared only briefly while others were clearly just meaningless filler. I died several times in a row early on because I was distracted trying to read them.
I liked the main theme and thought it was catchy, but since it only played in the easier parts of the game most of my time was spent listening to the "boss music," which I liked a lot less.
First of all, thank you so much for playing! The difficulty curve in the final phase is definitely poorly balanced, and I'll pay more attention to difficulty balancing in my future games.
The text also flashes way too quickly, and I didn't do a very good job of presenting the story, so it probably feels a bit strange.
I made the music myself in a pretty simple way, so I'm really happy you liked it!
I'll keep doing my best!
Thank you so much for playing and enjoying my game!
I would've liked to have seen more incentives to actually use the mechanic, right now it's entirely possible to beat the first level once while completely ignoring it.
It was also a bit unclear in the second level what the actual objective was, and the text transitions between levels was a bit too long at times and interrupted the flow of the gameplay.
the incentive is actually poor. it'd be better in how to show the text also.
i'll learn from this.
The theme is well implemented so it is really enjoyable!
thank you for comment.
For the replay system, positions are sampled every 0.02 seconds, and I use interpolation between recorded frames to make the playback smooth. For the stage mechanics and boss attacks, I use a reversible timeline. Each attack stores its parameters and timing
Because im unfamiliar with game engine,so half half
actually it's A uncomfortable reason. So i will learn more
actually it's A uncomfortable reason. So i will learn more