Project Rewind by Roka Josh

The Game
In a laboratory deep underground, an earthquake causes a Warp Corp. brand Warp Core to go hyper critical. Now the entire laboratory is stuck in a time loop, constantly reversing time to just after the earthquake! Can you make it out the laboratory before the entire thing comes crashing down on your head, and can you save all the survivors trapped around the facility? Death certainly isn't a problem!
A topdown puzzle game where you must find the exit and escape. This game is pretty difficult and requires the player to die multiple times in order to gather enough information to make their escape. Information gathered in a life will be kept over death and is viewable in the log, so die as much as you need!
Aim of the Game
- Find the exit and escape before the building collapses.
- Try to rescue all 8 survivors.
- (Note) You do not have to rescue anybody nor do you have to escape on your first try, you do however get a better rank for saving more people and finishing in a quicker time.
How to play
General Controls: - 'WASD' for general movement. - '1' and '2' to select the item slots, or alternatively click on the slots with the mouse. - 'Left Mouse Button' to pickup items. (Make sure the items are highlighted by standing over them) - 'Either Mouse Button' to use selected item on an interactable object when highlighted. - 'R' to drop selected item. - 'Escape' button to pause and unpause. Warning, in the pause menu pressing 'Restart' will completely start the game over and wipe the log.
General Information: - Certain obstacles will block your path, and are highlighted when you go close to them. In order to clear them you will need to find the appropriate tool and use it when the obstacle is highlighted. - Rubble piles require a shovel to clear, jammed doors require a crowbar to open, key card doors require the correct colored key card to open (color is shown on top of door pannel), electric fields require wire cutters to shut the power off and vents require a screwdriver to open. - To rescue survivors, simply tag them by running into them. They will try to keep up, but don't worry if they get stuck as they will make it out when you go to the exit. - To escape, find the exit and climb the stairs. - Item and survivor locations along with other information is kept in the log and is maintained over death. Spend some time building up your knowledge of the facility and the location of items before going for the escaping run. - As well as the log make sure to use the map to better understand the layout of the facility. - Both the log and the map are accessible by clicking on their corresponding buttons on the right hand side. An exclamation mark will appear next to the log button when a new entry is made into it. - You get a better rank the faster you are, and for the more survivors you save. Try going for a quick no survivors run, or a full rescue run!
Screenshots

Credit
- RokaJosh: Programming & Art
- Thomu/Yarro: Art & Music
Links
- Our Company Website: http://jagtek.co.uk/
- Our Company Twitter: https://twitter.com/JaGTeK_Games
- RokaJosh Twitter: https://twitter.com/RokaJosh
- Thomu/Yarro Soundcloud: https://soundcloud.com/y-arro
Tools
- Unity 2019.4.10f1
- Photoshop CC
- Aseprite
- Ableton 9.5
Ratings
| Overall | 531th | 3.68⭐ | 27🧑⚖️ |
| Fun | 373th | 3.708⭐ | 26🧑⚖️ |
| Innovation | 604th | 3.5⭐ | 26🧑⚖️ |
| Theme | 582th | 3.813⭐ | 26🧑⚖️ |
| Graphics | 1140th | 3.18⭐ | 27🧑⚖️ |
| Audio | 588th | 3.413⭐ | 25🧑⚖️ |
| Humor | 1121th | 2.194⭐ | 20🧑⚖️ |
| Mood | 558th | 3.62⭐ | 27🧑⚖️ |
| Given | 27🗳️ | 27🗨️ |
i recomend having a at least 3 lifes or a check point system
also survivers was so dumb and they stuck every where maybe using a simple navmesh helps sice
using unity
one more thing is when i see project rewind i expect as a player i can mess with time rewind as a game mecanic more
cool design
good job
The level design is pretty good, and I felt myself learning something on each round -- although it did feel a little frustrating later on when I'd have to spend about a minute doing what I'd just done in order to learn the next thing. If expanding the game, I'd suggest breaking it into smaller chunks earlier on so that the player gets a bit more easy progression at the start before getting thrown into the deep end.
The sound was minimal but appropriately so, it kept the focus and atmosphere tense.
Nice work! :)
The puzzle is well done, perhaps a bit too difficult for a LD entry. (but it tickled my fancy, so I persisted and finished!)
A few things that were not clear on playing:
- That the elevator is not a valid exit, the only hint I saw was the sound. You need a text as well.
- That you do not need the rescued people to actually follow you to any exit
- The log was cool, but it might have been better to show that text in the main screen briefly as well
I liked:
- Multiple paths of access (I assume there are a few paths to success?)
- Restricted inventory limit (but might have been nicer to swap items, auto-drop, just for intuitiveness)
All in all, nice game!
You managed to create a great tension mood, both with the alarm, but also game side with the timer. I think you balanced the game pretty well, giving what it seems a small amount time at the beginning, but in the end you learn and can make a plan to make it all work, and it's not like every second matters so you are allowed to make some little mistakes.
I liked a lot that the experience here is not based on points or levels, but on the knowledge itself, learning the game and its rules one by one. At first, you are disoriented and manage to try just a few things, later on you discover more and more about the game, the map and so on and it makes for an immersive experience.
Visually may not be the best, but how you handle the camera and the light really help the atmosphere.
I think that controls could be improved to move a bit easily and not get stuck so often, also the use of the tools was a bit awkward, I would make it so that you just use the one needed if you have it without having to select it, also I would make so that if you click an item it auto replace the once you have.
That said, going mad trying to press r to put down the item, select the proper one, gave a feeling of stress and made me feel like I was him trying to find grasp the item while sweating (like in the films where they have to find the right key from the bunch in a hurry), so maybe, even though some improvement could be made, it should stay as it is! It's hard to tell.
I also liked the rewind animation, it's cool, like the chamber with the weird thing flying resembling the project failure, very atmospheric.
The level design, just wow, you manage to unfold it piece by piece, I felt so immersive, it felt so real and made my knowledge of it even more worthy. Trying to find the best course was a pleasure. You also made it so that there are multiple ways of doing things. I just used mine but I guess others are available (for example, the red card behind all those piles of mud, I'm not sure how helpful can it be but who knows, maybe for some else was the way to go!).
At first, I didn't understand the tools were consumable and thought I dropped them somewhere, maybe that could be a little more clear?
The log also is very useful at the beginning, but maybe a pop up sort of list would have been better. Having to open the log window is a bit of a turn down, especially since you don't need it anymore later on I think it does not add that much to the tension of the game. If you want to keep it anyway, at least reset it between plays, I just closed and reopened the game to achieve that.
The map, though helpful, could be removed to add to the feeling of being lost and to the pleasure of discovering how big the place is by yourself, instead of having it spoiled from the beginning.
I wish I could say more about what I think about this, but maybe it's better to stop here (for my brain too lol). Amazing experience, I really loved it!
I'll close with this beautiful screenshot of the game of one of my sadly FAILED attempts =) I guess he didn't want me to be safe ahah

Man you MUST play and rate more games! Otherwise you will not be able to get this into the rankings!
If I may add some improvement points I would make the the log / map open a bit faster, and make the white transition between games less bright for the sanity of my eyes xD
Other than that I loved playing the game, good job!
BTW, the link to <http://www.jagtekgames.co.uk/> seems to be broken