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.
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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:
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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

YEZISOFTauthor18 Oct 2026, 14:48
Try poking the adorable cassette boss… you might find a little surprise!
ALEXTRASH19 Oct 2026, 05:26
I’m in awe of the fact that people make such cool games
mikeware
mikeware19 Oct 2026, 06:40
Definitely needed some incentive to use the rewind mechanic and attack the enemies, as I could just dodge them for a long time. Was unclear on the differences between some of the enemies. It probably would help to focus on one mode with your core mechanic than trying to cram more in.

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.
Pazio di Dante19 Oct 2026, 08:13
When I first time press rewind button immediately was shocked and brain that understand the mechanic starts to think how get more enemies on your path.
Great idea! Sure it can be turn into something more!
Thoth
Thoth19 Oct 2026, 11:24
这个倒带的点子和过去的自己的想法真的蛮精彩的了,作为一个街机真的已经很完美了,gamejam很有趣的期待你之后的作品()如果说这个作品还有什么建议,感觉如果作为一个街机类的玩法,击杀和分数的反馈可以更加明显一点点,会让倒带的击杀体验更好()
YEZISOFTauthor19 Oct 2026, 16:44
@mikeware thank you your comment and advise. i'd like to learn more. and do my own work with achievement and confident
YEZISOFTauthor19 Oct 2026, 16:46
@thoth 谢谢您的建议!感受到了gamejam的魅力,我喜欢这种社区创作的氛围。我会在之后尽力学习,希望我下次如果还做街机类游戏能做出更优秀的手感和正反馈
henk
henk19 Oct 2026, 17:01
Instant death in the final phases made them a bit more frustrating than I think was intended. I'd exit a charge only to get immediately owned by one of the enemies who happened to be nearby.

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.
YEZISOFTauthor19 Oct 2026, 19:08
@henk
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!
YEZISOFTauthor19 Oct 2026, 19:15
#Look how cute this boss is! I can't resist poking it with my mouse!
EX3D0
EX3D019 Oct 2026, 19:36
Pretty fun game and the rewind mechanic was interesting.

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.
YEZISOFTauthor19 Oct 2026, 20:01
@ex3d0 thank you for playing and advise

the incentive is actually poor. it'd be better in how to show the text also.

i'll learn from this.
LaBicorne20 Oct 2026, 09:24
Really cool game!
The theme is well implemented so it is really enjoyable!
perrarancino20 Oct 2026, 11:38
the record and rewind mechanic is such a good fit for the theme, and using your own past movements as a weapon is a really smart twist. the neon look and the cassette boss are great too, i poked it like you suggested and it made me grin. how did you store the recorded movement, is it a full replay of positions or just the key inputs? impressive for a first solo jam.
YEZISOFTauthor20 Oct 2026, 11:58
@perrarancino
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
YEZISOFTauthor20 Oct 2026, 12:09
Actually if u poked it, the boss will heal you, but only once in a whole turn
vorondesan20 Oct 2026, 14:35
Hi, great stuff, i really dig the risk-reward possibility, and twist is very nice!
Eugenik
Eugenik21 Oct 2026, 01:40
The neon styling of REWIND RAMPAGE is super striking, perfectly fitting the 'Old Tech' inspiration. The concept of an old tape machine recording time and letting you run back through your own moves is a genuinely brilliant hook for an action game. It feels incredibly fun just watching the frantic pace!
notnasiul
notnasiul21 Oct 2026, 11:36
I've mixed feelings with the use of AI in gamejams, but the game is actually a nice idea! I'm curious: did you just vibe code it or did you follow a more formal methodology?
YEZISOFTauthor21 Oct 2026, 17:52
@notnasiul thank you for comment.
Because im unfamiliar with game engine,so half half
YEZISOFTauthor21 Oct 2026, 17:58
@notnasiul
actually it's A uncomfortable reason. So i will learn more
YEZISOFTauthor21 Oct 2026, 17:58
@notnasiul
actually it's A uncomfortable reason. So i will learn more
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