Don't Shoot Yourself by Bo Dangles
Don't shoot yourself is a puzzle shoot em up.
Your goal is to defeat all enemies in the level.
You are stuck in a 10 second time loop where you will be able to interact with your past selves.
IF ANY PAST VERSION OF YOU TAKES DAMAGE THE PRESENT VERSION OF YOU ALSO TAKES THAT DAMAGE.
Beat all 5 levels to beat the game.
CONOTROLS:
Use WASD or arrow keys to move Mouse and click to shoot magic Press R to restart current level

Know issues:
On some devices/computers you will get less time before time warp
| Play Game | https://danielgoresht.itch.io/dont-shoot-yourself |
| Source Code | https://github.com/popesp/LD51 |
| Original URL | https://ldjam.com/events/ludum-dare/51/dont-shoot-yourself |
Ratings
| Overall | 50th | 4.183⭐ | 32🧑⚖️ |
| Fun | 11th | 4.371⭐ | 33🧑⚖️ |
| Innovation | 3th | 4.597⭐ | 33🧑⚖️ |
| Theme | 1th | 4.839⭐ | 33🧑⚖️ |
| Graphics | 597th | 3.613⭐ | 33🧑⚖️ |
| Audio | 325th | 3.581⭐ | 33🧑⚖️ |
| Mood | 369th | 3.677⭐ | 33🧑⚖️ |
| Given | 19🗳️ | 16🗨️ |
7/10
Each level felt like half bullet hell shooter, half puzzle game. Since you really have to plan out where you will park your past selves and how they will shoot so as not to obstruct future selves. The mechanic seems like it has lots of depth. For example, I figured at first that a past self getting hit was sort of like a permanent loss of life for the rest of the level. But then I realized that (assuming the damage was from an enemy), you could rescue a past self by killing the enemy before it reached them. That said, I never actually got to execute that plan since 95% of my damage was from myself.
I would love to see more done with this concept. Each level had a new puzzle to solve. I got as far as level 5. I think I figured out the solution, but I was never able to execute it without accidentally swerving into my own bullets too many times. It felt like too much of a chore.
Some minor complaints:
I would often think I had gotten hit when I was really only hearing a past self getting hit. Maybe pitch down the sound effect for taking damage (or reduce the volume and add reverb) when it's a past self getting hit.
The controls felt kinda sluggish. They got especially bad once four or more players were active. Maybe from the particle effects of the bullets?
Overall, it could use some polish, but design-wise it had a lot of cool ideas and I thoroughly enjoyed playing.
Thanks a bunch for the well thought out comment and taking the time to play my game. I agree with all your constructive criticism. It's especially frustrating when a clone get hits off screen and it feels like you're taking damage and it's hard to tell why. I've thought of just not restoring the players health on time loop and not having damage on clones transfer. It kinda breaks the time loop though because as you said you can stop a clone from taking some damage they would have. The biggest idea I had but couldn't implement in time was to have a barrier that blocks a bullet that can be used once every 10 seconds. That way you can alter past damage even more by shielding damage clones would have taken.