Mr. Second by Marvis
https://youtu.be/35l3wYgoiaU
Changelog: Jam-feedback Bug Fixes 1
Fixed hitbox collision
Fixed level 5 was broken
Big jump training
Fixed mechanical arm
Mr. Secund broke down. Help him collect his details and figure out which is better – to be himself or to use his uniqueness to become stronger. Remember, every 3.5 seconds you go back.
| Role |Name | Link| | ------------- |:-------------:| -----:| | Developer | Arthur |https://t.me/marvisgaming | | Animator | Heorhy Liakin | https://www.artstation.com/knightofright | | Artist |Natalya | http://efremova-art.com/ | | Music | Antony Zamatay | https://www.instagram.com/antonyzamatay/ | | Script and video | Marie Zenstation | http://zenstation.tilda.ws/page21html | | Script | Marina Grebennikova | https://marinagrebennikova.itch.io/sobesedovanie |
| Main version | https://marvis.itch.io/mr-second |
| Original URL | https://ldjam.com/events/ludum-dare/50/mr-second |
Ratings
| Overall | 154th | 3.997⭐ | 145🧑⚖️ |
| Fun | 303th | 3.736⭐ | 144🧑⚖️ |
| Innovation | 91th | 3.989⭐ | 144🧑⚖️ |
| Theme | 1043th | 3.332⭐ | 142🧑⚖️ |
| Graphics | 49th | 4.577⭐ | 144🧑⚖️ |
| Audio | 99th | 4.092⭐ | 143🧑⚖️ |
| Humor | 566th | 3.126⭐ | 125🧑⚖️ |
| Mood | 246th | 3.929⭐ | 142🧑⚖️ |
| Given | 107🗳️ | 106🗨️ |
However, I found the uncontrollably of the time mechanic to be frustrating and unfun.
But, I am not much of a platform player myself, so I am not the best judge.
Overall, though, the game is polished and very feature complete!
Great Job!
It really looks and feels more like a finished game.
The game was fun once I worked it out :) GGs!
The mechanic is interesting, 3.5 seconds is just enough to make a little progress, but you can progress in two directions.
The hourglass as meter for the 3.5 seconds loop looks good but it's hard to keep an eye on when precise time is required. Some kind of full screen effect (maybe a fade out?) could have worked better.
Good team!
Love the art. The main character is very cute! Good job :)
Overall great experience!
It took me a while to understand that I needed to think about my character in 2 places at the same time to keep switching places, when I understood the strategies to complete the level became very interesting
It is a bit annoying that you have to wait in a place for 3.5 seconds sometimes, or sometimes you miscalculate the
jump and and up stopping in mid-air, dooming your playthrough. I think some way to maybe skip the wait would be cool, but I understand that would come into conflict with the concept.
Overall, nice job!
I've been playing it for a lot of time and I have to admit that I found it extremely dificult! The idea is amazing and really good implemented, I understood what I got to do but I was not capable of doing it...
Anyways, good job! It is a really rally good game!
I liked the forced switch but I would have changed the timer to something more visual like a stopwatch or an analogue watch to precisely time the switch with your movement. Could maybe get away with some easier jumps into the void for the last piece.
Also maybe change the camera to have a better field of view of the scene, I think it's a bit too close to the character to really understand the level or plan your movement.
Other than that great entry for the jam. Congratulations on a great project :thumbsup:

Where to begin.
The visuals. OMG THE VISUALS. Mr. Second is SO. DARN. **CUTE!** gosh.
really like that character design, so cute and original. and those animations are soooo pretty 😱
probably my favourite animations in this jam! all the assets look amazing and provide the game with such a charming, lovely look! Everything looks very.. idk, handmade maybe? Even the background with this paper texture (?) Great eye for detail, splendid art direction :)
If I had to say something negative - and that's very, very nit-picky, especially considering this is a gamejam - I would draw the upper sides of the surfaces like it was a perspective view - in most cupboards etc it works because it looks like its a perspective view - but in this case you can slightly see it's not and like he's not ON but IN the surface - but again, very nit-picky :)

Then the gameplay - amazing! Probably really the most original idea I've seen in this gamejam!
I loved the mix between puzzle and platformer! Very clever puzzles, also.
I really liked that you basically have two deal with 2 "you"s
Although it is a biiiit unforgiving - checkpoints wouldn't have hurt anybody :b
But that's a gamejam syndrome - everyone starts their game with Level 99, as I always say xD
A very adorable game that I actually think you should polish and put on steam for a couple bucks :)
Congrats guys - you can be proud of yourselfes!
Good job
You are doing great game))
I think there’s a decent fairness issue around this, especially with you not including a change log I can see.
I was under the impression that patches were for game breaking bug fixes - I’ve noticed other devs who add new features/content clearly demarcate a ‘post-jam version’.
Obviously it’s all about having fun and seeing other peoples’ work, but this leaves a bit of a bad taste in my mouth.
We haven't made any updates yet.
If you look at this post (https://ldjam.com/events/ludum-dare/50/mr-second/bug-fix), you will understand that I don't even know how to do it.
In the future, if there is an update, I will definitely indicate the list of changes.

game upload date. be fair.
Nice work!
Look, I get it, we all want others to play our game and nothing is wrong with doing a bunch of blog posts but this is still a community where it‘s give and take, so this slightly rubs me the wrong way.
Maybe it’s just me, idk, again, no offense guys :) your game is obviously great! Wish you luck 🍀
other than that, this is a great character design and a fun platforming gimmick that could easily entertain for many levels
Welcome all!
We have updated the game, fixed problems with collision and mechanical arm, and all levels are now playable
@korvack , @wouter52 , @jitspoe , @benmcnelly @angiemon , @zombiebust3r , @stefan-funke , @brotherst
Very beautiful, friendly and challenging game. I spent a lot of anger dying in the changes of places.
:D
Some small problems with the scenery made me not understand what was scenery and what was an obstacle. Rethink the colors and strokes of some things to make things more distinguishable.
Other than that, I loved everything!
Congratulations!
The first thing I noticed about this game while playing is the animation. The main characters movement and animation is beautifully done. I love the font and design of the game. This game was addictive and frustrating. For some reason I failed like 30 times at level 3. I think if you wanted to turn this into a game to sell which I think you should, maybe having some more tutorial levels to see how you can best utilize your characters rewind mechanic. Other than that super cool game!
Aside from general gameplay polish it might be beneficial to increase the amount of time between bounces by a small amount, maybe a second, maybe having an option for the player to trigger to bounce so they dont have to wait out the timer all the time. All in all though a great game and with polish all you have to do is add levels. <3
But I spent some time for understanding of this mechanic)
+ Классный арт, эффекты
+ хорошая озвучка
+ Механика хорошо связана с оформлением
Минусы:
- тему я так понял попробовали словесно понять иначе. Собственно сложно догадаться что игра по теме вообще
- ооочень сложная. Прежде всего из-за отсутствия предупреждения что щас будет смена. Кучу раз падаешь просто потому что идёшь после переключения прямо в пропасть. Или стоишь на месте, боясь переключения.
- баги хитбоксов ещё больше мешали жить)
There are a few things that prevented me to enjoy it to its full potential though. I'll put them all in no specific order so I don't forget anything. It might make a big list of critiques, but most of those can't be expected for jam games made in a single weekend, it's just possible improvements.
- the character has a lot of inertia, which makes some jumps really to do. It's not necessarily a big deal, but the level design must take that into account, because the physics makes a lot of precise jumps hard to do. I'm thinking specifically of the saw at the right of level 3, that leaves only a tiny portion of the platform accessible. It forces the player to jump, and control very precisely his horizontal speed to land on the right spot, which is made really hard by the inertia.
- It's sometimes hard to differentiate background elements and things that kill you. It's especially true to cogs that look like the saws that kill you.
- hitboxes are quite big, making some small obstacles like the spikes really deadly.
- The swap mechanic has no delay, so if it happens while you are moving, you can run into a hole even before the camera has had time to catch up. I got killed by this many times.
- I don't know if there is a solution for this one, but I often found myself waiting for whole cycles because I hesitated too much before doing a jump. There was some kind of conflict between the urge of moving fast to not have to waste cycles, and the need to wait for the perfect time to do the jumps. Gameplay conflicts can be interesting, but there it felt a bit frustrating at times.
- robotic arms are really fast, which made jumps really hard to time. It felt a bit random sometimes, I often ended up jumping as soon as I could and hope for the best.
I hope this will help, I think this game has potential, tell me if you update it at some point !
- The music is fine but quite repetitive, which gets annoying after a bit of time, and the sound effects, such as the gear collecting sound, could use some improvement (Jonas Tyroller has an excellent video on sound effects btw).
- The player hitbox is far too wide, which can feel a bit weird to control. In my opinion, it only needs to be about as wide as the gear that the player character wheels around on.
- There is no que for the player before rewinds, and I easily forgot about the hourglass while I was focused on playing. Some sort of visual or auditory indicator that the rewind is about to happen would be great.
- Causing the player to lose all their gears on death felt a bit too punishing to me, given that the game is already quite difficult. Not saying it has to be changed, but maybe consider doing something similar to the strawberries in Celeste, where the gears would be permanently collected once the player hits the ground.
- I really appreciate that this game has controller support, however, having jump mapped to Y felt like an odd decision, since every game I know that has jumping uses A.
- This one's a matter of personal preference, but I think the game could be a bit more zoomed out.
- It's too difficult to jump over enemies and those grabby things. I would recommend either making them smaller or the jump height taller.
- Finally, I think 3.5 seconds might be too short a time for the rewinding and can get quite frustrating. There are many different approaches to fixing this: the obvious, increasing the rewind time; letting the player delay the rewind time through some action such as collecting a certain item (this one fits the jam theme quite well, too); allowing the player to start the timer, and they rewind back to where they started the timer; and probably others I can't think of.
Overall, a great game and I hope you continue working on it!
Great job.
Overall I enjoyed it though! It's a surprisingly difficult puzzle platformer, and the rewind mechanic is quite interesting.
Some kind of visual/sound warning about swapping between characters could be nice too. Especially with picking up gears it's hard to learn the timing precisely and it's not so easy to lookout for both hazards in the level and look up at the hourglass. Another problem I had is that hazards sometimes blend with environment: there are gears that are part of the environment and sawblades that look quite similar at a glance that are a hazard that kills you.
But overall a very nice job for a jam! Hope to see it expanded :heart:
I was streaming my playthrough of your game. Here's a recording in case you'd like to see it https://youtu.be/P3HI-2edlag
Идея с постоянным возвращением во времени- вау!!! Правда я немного глуповата оказалась для этой игры и застряла прям на 2 уровне.. никак перепрыгнуть не могу=_=
(Так что дальше пришлось смотреть как другие проходят)
Главный герой-очаровашка=)
The artwork is all around remarkable! The overall style is really cool and very consistent. I absolutely love the character designs, animations, set pieces, backgrounds... well... really just all of it!!
The gameplay is definitely challenging and at times a little frustrating (there were many times where I would switch in mid air while jumping between platforms or switch directly into an enemy). As others have said, I think it would be nice if you could control when you switch to alleviate some frustration. All things considered though, the mechanic was unique, interesting, and most importantly fun!!
This was a very ambitious idea and you executed it very well!! I hope you decide to take this further with a full commercial release! You all should be really proud of yourselves for this one!!!
The main gameplay mechanic was something I hadn't seen before. It could get a bit annoying at times, working to a timer rather than having direct control of the swapping, but it gave the game a certain rhythm that I think forced you to be a bit calmer and more careful when playing.
Good work! :grin:
The mechanic, the whole game its really addictive, i really love it, i hope you publish a finish version more longer.
Really love this game, amazing job!!!!
I made it to the end. I'd like to give some feedback though. First know it's an impressive effort with good art/music, but honestly the gameplay was quite unpleasant.
I feel like this game really really needed some playtesting or just a more clear vision from the beginning because it feels like a already a bit slippery precision platformer with a mechanic put on top of it that just gets in the way of the gameplay. Most levels the time mechanic is just something that will kill you because it grabbed you mid jump. Or it swaps your position but half carries your momentum so you hit spikes or several other things. It's very frustrating to play.
If you have a game like this I think it's super important to decide what you are trying to do. Is it a puzzle game? If so most of the gameplay experience should not be accidental deaths. If it's a puzzle game the switches should not extend a platform for half a second. These platforms seemed designed to troll you into jumping just to retreat before you can get there because it's not a super responsive platforming system. I see no reason these were designed this way.
If this game is meant to not be mainly a puzzle but instead a platformer then you need a good feel for the mechanic such that it enhances the platforming rather than impedes it.
When you make a unique mechanic you should ask "what makes this fun?" and then design the levels around that. Most of the levels felt very haphazard. Multiple levels were beatable as just one of 2 instances of the bird.
The whipping back and forth camera felt jarring. Maybe if it was a longer amount of time you stayed on each version, or maybe if it was a shorter amount of time but they were both on the same screen at all times. The way it is felt like you were being yanked back and forth and there wasn't time, and as you got impatient the temptation was to try to do 3 jumps when you should only do 2, which usually lead to switching in mid air which was basically a death sentence.
When it comes to this main mechanic though, in jest I will quote the words of Jeff Goldblum of Jurassic Park: "You were so preoccupied with whether you could, you didn't stop to think if you should." It's an interesting idea for a mechanic, but you really need to design the levels around it. It's not enough to come up with some strange mechanic, you need it to serve the game in some way. Playtest, playtest, playtest. 9 levels is a lot, particularly if it's just 1 developer. 5 or even 3 really tight levels that fully used the mechanic would have been much better.
A good game design tips video I saw once said "follow the fun". If you really wanted to make this specific mechanic into a game you should think about what makes it fun and really really design around that. Brainstorm why you are making this mechanic, and design the gameplay around that.
I only write all this because you all seem like talented people, but the end result was less pleasant than a lot of games I see made with basic assets and little polish. When making a game, the game comes first. Figure out the feel you are trying to make and what makes it fun, and build from there.
This game IMO just does not work mechanically. It's biggest feature doesn't really add anything and makes the platforming a lot more frustrating and inconsistent.
Other notes: If platforms work as switches, just having the most basic "click" noise really helps. And/or you can have the platform get slightly bright or different in color. I know you mention in the intro that they are switches, but still, a little audio/visual feedback goes a long way.
Hope you don't mind my rambling feedback, hopefully some of it is helpful. I write it because there seems to be a lot of talent on your team, which is why it's so important to not forget the game design fundamentals.