I like the idea of using time travel to change events across different timelines. There’s definitely room for some interesting puzzles with that concept.
I had trouble finding much to engage with in the current build, though. I could move around, interact with Matthew, open the inventory, and switch between the past and present, but I wasn’t able to find any meaningful consequences or puzzles built around those interactions.
I think the biggest opportunity here is giving the player a clearer objective and something specific to change in one timeline that has a visible consequence in the other.
Even one small cause-and-effect puzzle would go a long way toward making the central mechanic feel worthwhile.
The visuals are pretty rough, the characters have a recognizable style but the environments could use more attention to make the different timelines feel distinct.
I also didn’t hear any audio during my playthrough. Even a handful of interaction sounds, or some ambient audio would help give the experience a little more life.
That said, getting a playable game together for your first jam is an accomplishment in itself. There’s a lot to learn just from getting movement, dialogue, inventory, and scene transitions working together.
I’d encourage you to keep building on it. The time-travel idea is worth exploring, and I think focusing on one complete, meaningful interaction between the timelines would be a good next step.