Stuck in a (Time) Loop by staircase27a

You are stuck in a time loop.
Echoes of what you did 3 seconds ago will appear and follow you around on the map. If they are blocked for any reason a time paradox will occur and time will decay setting you back to the start.
Use the arrow keys or touch screen to move around and try to get to the teleporter (white circle) to get to the next room. Time will start when you first move.
Good luck!
Ratings
| Overall | 164th | 3.696⭐ | 30🧑⚖️ |
| Fun | 137th | 3.704⭐ | 29🧑⚖️ |
| Innovation | 21th | 4.232⭐ | 30🧑⚖️ |
| Theme | 25th | 4.357⭐ | 30🧑⚖️ |
| Graphics | 587th | 2.304⭐ | 30🧑⚖️ |
| Humor | 329th | 2.413⭐ | 25🧑⚖️ |
| Mood | 490th | 2.708⭐ | 26🧑⚖️ |
| Given | 34🗳️ | 28🗨️ |
All that until I've reached level with blue buttons and generate my first paradox. And it changed everything. It was a wow moment. The game immediately become something deep and meaningful. It goes from low tier to potential winner in main categories.
You MUST add web-build, upload it on itch. This game deserves better.
What nearly made me quit in first level though is the movement. Haven't I found out that you can also control the character with mouse, I wouldn't continue, the keyboard movement was too floaty and unprecise to be at least plausible and was downright frustrating to keep losing just because the weird momentum of Unity physics. Don't do that next time, please, it would be shame if you'd lose players of good puzzle game because of bad controls. You're making a thinking game in a first place, the execution shouldn't be this difficult.
Minor stuff is that sometimes collisions won't trigger, so you have to wait for third or fourth bump to cause paradox, which with missing "R to restart" is causing unnecessary delays in play when you know you already messed up and there's nothing you can do. Also the graphics could use a lot more love, but since you made it all by yourself in 48 hours, I'm glad that you rather spent the time to actually think through the concept and some level design and I can totally go with the looks, as the core puzzles are fun enough :)
So overall I'm very, very glad I accidentaly discovered the mouse control which allowed me to have a good time, but please, be careful with your controls next time!
Also I think that what you have is good foundation for further development! Congrats, good job! :)
@honey: The controls is one of the things I wasn't entirely happy with. I did try changing it so you more directly controlled the character however annoyingly it caused all the collision detection with walls (and the echos) to go badly wrong (think causing you to fly across the map when you gently run into the wall). I spent a few hours on it but sadly had to abandon and go back to the default controls so I didn't fail completely.
@kohcepba: I have a web build but my normal hosting is in the middle of migrating servers and I have been busy so it's not up yet. Hopefully will be up soon.
Update: Web version is now online.
Glad everyone is enjoying the game!
Thanks,
Simon
I was also too bad at the puzzle to quit the game, I used Alt-F4 on windows.
Something seems to be wildly off with the collision detection with past selves, but it only made the game easier, so I can't complain :) Would be great to have a larger collection of maps in a post-jam version, I'm curious how far you can push the boundaries of the concept.
The movement was a little bit sluggish, though in a way that helped with the timing. It would probably be just fine with slightly higher acceleration and maybe slightly less open levels.
Could've definitely used more visual flair and some audio to spice the game up, but the mechanic was interesting enough that the simple graphics were fine.
As others have mentioned, the controls are perhaps a little floaty with the keyboard, and despite what honey said, I couldn't get the mouse to control the dot (?). The puzzles were definitely the strongest element of the game, and they definitely helped carry the game.
It was very satisfying to see the progress of the past versions of myself pushing buttons and traversing the long corridors, for some reason it reminded me of Factorio.
As it's generally the negative criticism which is most helpful in these game jams, I would just add that I think the graphics were perhaps the weakest part of the game
You used the theme to design the mecanic of the game in an ingenious way.
As others have mentioned, audio to spice the game up would have been great, but maybe a time constraint ?
@lintfordpickle: Graphic design is also not one of my strong points and I hadn't used unity for quite a time so I kept it simple this time around. Also hmm not sure about the mouse not working. The mouse controls were mainly designed for touch controlled devices so you do have to hold the mouse down to move rather than it always following the mouse. Also means you can stay still if you want to.
Thanks everyone for the ratings :smile:
The final level was a bit too easy, and I feel like the mechanic of having inverted door buttons should have been introduced earlier. For puzzle games, I expect the final level to be a real brain-mangler, but this one was easier than some of the prior levels.
Overall pretty interesting, I enjoyed playing it.