Play aparatus
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How does the game fit the theme?
This game's world is based on the fact that you don't know what's real anymore - Or how you define "real".
Also the ending points at betrayal
What code and assets did you not make from scratch during the jam (if any)?
There are numerous reused models, sound effects and scripts repurposed from multiple past projects (Including past Brackeys Jam's entry) - Usually heavily modified for this game.
This game uses EasySave3, a paid plugin.
How many people worked on the game?1
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Comments
Honestly, very nice. Right before dashing got introduced, I was thinking man, if only I could keep momentum and then with dashing it became super fun.
Took a moment to realise stopping time is not only good for stopping platforms, but it's necessary to reach good time.
Honestly this game is cool but it moves too slow for what (I believe) your going for. I think it would help if you gave other similar games (Quake, Blood Thief, Ultrakill, etc) a look to see how they deal with the high-octane gameplay, but essentially I think a pass of 1) increasing speed for almost everything and 2) lowering the health of enemies would make it flow really well. Otherwise I think you did an amazing job, the visuals look really cool and the animations are solid!
Thanks for playing!
Honestly I agree! - when I also noticed that the movement speed is too slow, I had already laid out level design for the first 2 DW levels and some of the city, which meant that making the player faster meant breaking the level design and having to spend even more time redoing it, so I resorted to doing so slightly. I also wanted to avoid making the game nauseating for casual players
Thanks for the detailed feedback, glad you liked it!