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hey IanGoGo

i got 99.29s saved

my progress got sent back a bit on my school pc

funny thing, im .02 ahead now at 99.31

99.56 or smth

also a sub-7 time is possible on lvl 4

idea for lvl 3

Did you get it to work?

ehhhh kinda

at best, maybe a sub 5

if so, prob like 4.9x

its just really hard to do

im gonna get to 90s saved

got it

now 93.5

95

Nice! That's super impressive! Do you have video of your run?

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sorry for a late response. i've been in school

short answer, no i don't

what is everyones total time saved. mines 86s

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timeline that i have figured out so far
Death Percent 2 --> Out Of Tim

Off to a great start :)

The core gameplay conceit of the early levels—dying to turn into a ghost, and solving puzzles by swapping between ghost and corporeal forms—is pretty neat. I like those levels. Having the time you "save" be added together to determine your time limit for the last level is a great idea! It turns the level timer into more than just a high score.

But there wasn't really an indication of what "time saved" meant. I kept getting 0's in the early levels, so I assumed it just meant "how much time you shaved off your personal best" or something...until I started getting positive Time Saved scores. (Obviously I figured it out once I reached the final level.)

Speaking of the final level...it feels like it came from a different game? I guess that's almost inevitable when most of the game is a puzzle-platformer and it ends in a boss fight, but I had barely even used the spell shooty thing after the tutorial where it was introduced—dying and possessing(?) soldiers just felt more natural. I'm not sure I have a solution, but it felt odd.

Also, I decided to walk left through that door thing in the boss fight, and wound up spending all my saved time falling through nothingness. It's my own fault, really, but it's still an odd bug I decided to report.

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Hey! Thanks for the amazing feedback! I'll fix the door problem in the post-jam version. 

I can try to change the wording for time saved to make it more clear, I may just rework it somehow so it feels better explained.

The boss fight was very much shoe-horned in, I couldn't think of a solid puzzle for it so I tried to do a more classic boss fight, it does feel really disjoint, I'm not sure exactly how to fix that but I will look into it. 

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The obvious answer is "Make it a puzzle boss fight," but that's not really an answer so much as a goal, is it?

For sure, I'll probably rework it to have more of a puzzle aspect to it. Thanks again for the great feedback