Can you talk a bit about your development process? Q1. What was your inspiration? For me personally, you game reminds me the most of a "pathing optimization roguelike game" I played on mobile. Q2. How did you came up with the story and the diverse types of puzzles? Was that just idea that's been floating in your head or you were just experimenting? Your past games are mechanics centric, to me this is a big evolution from what you've created before!
Q1. Majora's Mask and other time loop movies about stopping disasters. :) Q2: Because the time loop allows you to learn new things over time, the hedge maze was the first idea. The trading quest came shortly after, as a homage to Zelda. I wanted to do some "dodge em" or lottery game where you had to memorize patterns/numbers, but I still wanted something that could be completed at any time (lottery draw would only happen at set time for example). In continuation with the "learning" theme, the quiz was then developed. There are definitely things from other games here, but to put it in a confined space/time was a great experiment. The story came at the end as I was trying to think up the logic on why all of this would be happening. Thank you for playing! I definitely do favor mechanics first since thats what the game is mainly about.
The steering and camera angle made this unnecessarily difficult, but I really like the experimental concept - to hide checkpoints in shadow and the surreal moving blocks are very creative and original.
I played other games with time rewind but this first time in an RPG world. Finally, I know what Groundhog's Day would play as a game! I love the diverse types of puzzles, the funny writings, and the intro and ending cutscenes. Personally I'd love to play more RPG games from you. This was a blast XD
I love this kind of easy platformers. I don't understand why platformers are SO hard these days, you have to try 10 times to beat it. This is the level of difficulty I prefer.
I agree with others, all of your games are deceptively simple on the surface but all have solid mechanics and many surprises, like the different enemy types in this particular game, this is amazing.
I need a baseball bat to keep the purple ones away!
I love the shiny cans, the upgrade screen, and the combo system, really made this game enjoyable for me.
Love the variety of abilities you have, really makes me get a sense of the potential of what this game could have. Control is slightly clunky but I believe that would be easily fixed in the future. Fantastic job.
Q1. Majora's Mask and other time loop movies about stopping disasters. :) Q2: Because the time loop allows you to learn new things over time, the hedge maze was the first idea. The trading quest came shortly after, as a homage to Zelda. I wanted to do some "dodge em" or lottery game where you had to memorize patterns/numbers, but I still wanted something that could be completed at any time (lottery draw would only happen at set time for example). In continuation with the "learning" theme, the quiz was then developed. There are definitely things from other games here, but to put it in a confined space/time was a great experiment. The story came at the end as I was trying to think up the logic on why all of this would be happening. Thank you for playing! I definitely do favor mechanics first since thats what the game is mainly about.