Stuck in a Timeloop by Stefan B.

There has been a horrible accident. Where are you? Better yet, when are you? You find yourself in a strange world in another time. You want to get home.
But you are not without hope. Whatever unfortunate disaster brought you here also allows you to loop back in time. You must work together with the shadows of your past self to collect the Atoms that you need to move forward in time. But what then?!
Adrenaline, Frustration and great Excitement
Stuck in a Timeloop will tickle every emotion out of you

Just four keys so even you can remember

Ride on hundreds of looped bodies

Be creative and save yourself

You never got beheaded so quickly

Changelog
v1.1 2020-07-10
General - fixed a bug that caused user to get stuck in a level tile - fixed animation for the ghosts during "disabled" state
Menu - reduced screen curvature to reduce eye strain - fixed audio control from settings
HUD - fixed the death counter to reset on new levels - fixed the timer to always display the correct time
Level - fixed a missing essential explanation in the tutorial - added the tutorial level to level select - removed the credits screen from the level select
Scoring - fixed a bug that caused the tutorial to count towards the overall score
Made with Godot :heart:
| Youtube | https://share.neugelb.com/ld47 |
| Youtube | https://share.neugelb.com/ld47-v1 |
| Original URL | https://ldjam.com/events/ludum-dare/47/stuck-in-a-timeloop-1 |
Ratings
| Overall | 408th | 3.783⭐ | 78🧑⚖️ |
| Fun | 506th | 3.592⭐ | 78🧑⚖️ |
| Innovation | 519th | 3.586⭐ | 78🧑⚖️ |
| Theme | 259th | 4.086⭐ | 78🧑⚖️ |
| Graphics | 720th | 3.645⭐ | 78🧑⚖️ |
| Humor | 640th | 2.906⭐ | 50🧑⚖️ |
| Mood | 651th | 3.533⭐ | 77🧑⚖️ |
| Given | 150🗳️ | 148🗨️ |

Also for try to avoid edge in games unity no like edge physics.
ump over the wall make the wall higher to avoid this. though there was maybe a secret.
Did you use a custom web player template?
The ghosts are supposed to be used as platforms and to push down buttons to make the level easier.
Also, we used GoDot Engine, which comes with this particular HTML5 template.
Again great work I just wanna see you take it further cause you have a really cool game here.
I found a small bug: if you start a level, then return to the main menu without completing it, it still unlocks the next level. It doesn't really needs to be fixed for the jam, only if you were to expand this into a longer game in the future.
I don't love that you lose all your progress if you touch a hazard. In my opinion this is rather annoying. For example, on the last level, I had collected everything but the particle across the lava bridge. It would be very annoying to have to re-do all of that just because I miscalculated when the bridge would be activated.
I also had a feeling that the platforming just feels a little off, but it took me some time to figure out why. I think there are a couple of small problems. One, I think, is just assigning up to jump--I think this might make it feel a little worse to control. The second is I think the gravity could be turned up--although this could be unfeasible due to the requirement of jumping off some of your guys. Finally, I think your player should have a little bit of horizontal acceleration / deceleration--it feels very weird to stop moving horizontally immediately after releasing an arrow key.
But, these problems are all minor enough. I had a good time beating all the levels and would have enjoyed playing a couple more. :smile:

Anyway it's a pretty good game. The initial thought I have when I see a "space to timeloop" game was "Oh no not another mindf*** game", but turn out the difficulty was well done :thumbsup:
The death on lava was quite punishing but you basically only die once at the first time you see lava, and the timing was appropriate (when it doesn't hurt that much) as an introduction, and later you knew there'd be lava before reaching that part, so it was acceptable I guess.
All in all I think the difficulty curve was the most well done part of the game. As for gameplay I'd love to have a moment of "Oh, I got it!". Right now I kind of just move around doing stuff and just get the reward, it lack a "stop and think" moment which usually an important moment in puzzle solving games.
yes, so we did move the emphasis on the puzzles more to the last levels, but also didn't want to over do it too much, and tried to keep it subtle. But definitely good point to dig more deeper in that direction.
There was another one that has a similar idea but in 3D and with a few different mechanics "Get Over Yourself".
Good entry all in all. Keep it up!
The player movement could be improved in some aspects though: it's too "floaty", the player takes too long to fall down, and when I push myself against a platform and jump, for some reason I jump very higher than normally. I managed to pass through level 2 without using a single ghost, just using that mechanic (as you can see on the image).

The idea of using my clones as platforms is very interesting! And you guys managed to execute it very well.
The level design is fun, I had to actually stop and think a little to elaborate a plan and when I executed and it worked, it was very satisfying.
On level 4 one of my ghosts pushed me against the ceiling and I got stuck there =P.
The audio cues are simple but effective: they let me know when a ghost pushed a button somewhere else.
Overall, it was a very fun experience!
Overall, I really liked this one. It's one of the more ambitious "use your corpse as a platform" games I've seen for sure, since there's a lot more moving parts (using your replay as a platform must've been quite the ordeal to code). Perhaps consider the button beeping noise to only trigger when the currently alive character steps on it? Otherwise, I had quite a bit of fun with this one!