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Clone IT's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun factor - How much fun was the entry to play. | #2 | 4.000 | 4.000 |
| Theme incorporation - How well did the entry fit the theme | #4 | 4.556 | 4.556 |
| User experience - How well was the user interaction implemented. | #5 | 3.333 | 3.333 |
| Overall | #6 | 3.733 | 3.733 |
| Audio - Did the entry make good use of audio? | #8 | 3.444 | 3.444 |
| Originality - How original was the entry. | #13 | 3.333 | 3.333 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- This was a lot of fun, and very tricky. Could have used some hints especially when it wasn't immediately clear what things are possible.
Godot version used
4.6.1
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Comments
Love the idea. unfortunately it bugged out for me in the level with the yellow cube: after some rewinds the sphere was missing multiple times. But until then it was very cool, please continue the development of that idea, would be great. With XR there could be some additional benefits with the movement control for some puzzles :)
Rigidbodies and time manipulation does not mix well. If you have anything specific about the movement then please let me know!
Thank you for playing!
yes, i was actually surprised how well the rigidbodies behaved until that level ^^ i can't imagine how much you had to fine tune for this :)
one simple idea i had was that you cant touch some area with your body but you have to move an object through some kind of channel, like with that "don't touch the wire" game. But after some part of the "wire" you can't reach far enough unless your body touches the no-go-area. at that point another clone has to grab it. Maybe a third clone has to press a button while doing that.
Or maybe, but this will be very hard, you have to carry something very heavy with your clones ^^ first clone just does the movement without the object. only when the second clone starts lifting, the object actually moves. with the motion controls it will be an extra challenge to balance everything ;)
Cool game! Would be nice if there was a record button rather than having the recording start when you load into the level. good work!
Yes, we also had that idea, but then it would not be REPLAY rather than REWIND (definitely not an excuse because we couldn't get replay working ;) ). Thanks for playing!
Nice, very difficult to catch with the tiny hitbox of those pickables, but I still managed to beat it. I really liked the climbing puzzle. would be fun to do time trials with this concept, not just puzzle solving, sort of like The Last Clockwinder's throughput scoring.
Wow, You actually completed all of the levels? Sick!
We were planning on adding a timer for time trials, but didn't manage to get it in during the jam. Thanks for letting us know about The Last Clockwinder, had no idea a game with such idea already existed.
I am a pro gamer :) You might also like We Are One, though I haven't played that personally. and Spymaster (by the Fisherman's Tale devs) that got announced recently at the VR Games Showcase. The time self-coop is definitely a good good mechanic, especially in VR where you can do satisfying throwing/handoffs. I really liked your game's synthesis with the wall climbing, hadn't seen that before.
Had some friends also playtest after the jam and they could not complete most of the levels. I am still very impressed of your completion whilst considering the annoying bugs. Now that you mention these other games it seems that Time Manipulation is a hot topic in VR.
We tested all of the different mechanics in Godot XR Tools demo and found climbing worked well with this concept and was very easy to implement. Thanks again for playing and reviewing!
Really cool concept! It was rewinding, but almost like the reverse, because my "self" that would win would go last, so it was still sort of moving forward... but backwards. Kind of mind bending :-) I made it through level 1, 2 and 3, before the difficulty exploded and I couldn't make it any further. Well, done, though!
Thank you for your kind comments! First three levels are an introduction to the mechanics, then the other levels start combining them (there is actually one more mechanic that comes into play).
If you find some levels too difficult then feel free to skip to another one from the main menu, there are a couple of easy ones mixed in also.
Fun game! I recorded my playthrough, but I can already hear you screaming at me for being an idiot the whole time you watch it! Please give me some tips as to where I went wrong and I'll give it another go.
thank you very much for recording you playthrough , we will definetly check out your game too!
seeing a new players experience is very eye opening what could have been done better , what bugs we missed, if the mechanics are intuitive or not , stuff like smooth turning felt fine for us but we didnt consider that others might prefer snapping , having to jump at lvl 3 was just a oversight we didnt notice that the platform didnt extend far enough even though we replayed through the entire game every time we made changes
we could have done a better job at initial levels to explain what the mechanics are so when they were combined at lvl 4 and beyond it could have been a bit more obvious what to do
for level 4 you want to get the ball past the red zones to the ball switch, activating that will let you to the small platform to throw another ball over and to use the pressure plate to access the switch that opens the door
you can also hold trigger to grab stuff from further away