This was actually very entertaining, good job! The structure works, and the writing was also pretty funny. My only complaint is that I always missed what item I just received because I wasn't looking in the bottom right corner of the dialogue box lol.
ParkuhrMD
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Great art and good puzzles overall. I felt like the time rewind mechanic didn't really mesh well with the puzzles. After dying to the boss the first time, I basically solved the puzzles in the exact same way since the rewind didn't really help. I wasn't able to figure out a good strategy for the boss with the rewind, and after respawning at the beginning again, I wasn't going to solve the puzzles a third time. Sorry for not finishing :(
Holy cow, its the guy from that one movie!
I also had to play on easy even though I consider myself a decent typist. Now that I think about it, the rhythm of my typing is very 'unrhythmic' with bursts of keys followed by pauses. Trying to play this game felt like rewiring my brain lol. Maybe for the easier modes, it would make more sense to add empty beats between letters? Then it would be easier to time it to the music.
I really liked the visuals, it had a vibe! The visual effects are crazy good and the size of the environment is amazing!
The driving feels really good and natural, though it took me a little while to figure out that you can drift using Shift though. Maybe I missed the tutorial text at the start?
From a gameplay perspective, I wish there was some way for me to decide which deliveries to focus. Deliveries that are about to run out are shown in red, but if three are multiple, there is no way for me to figure out which one is more distant. Maybe a map or showing the distance to the objective could help?
Once you get used to the controls, zipping around is pretty fun! Being able to control the stack with the grappling hook is also very useful. Too bad there is no "Game Over" when you get yourself stuck between blocks except for reloading the page. Maybe spreading fire from below as well could incentivize the player to push upwards and plan ahead?
These are almost Portal levels of puzzle design, with puzzles that you have to stop and think, work out a solution, and then implement it. The implementation is smooth and doesn't get in the way of solving the puzzles. With a few more puzzle mechanics, I could definitely see a 3-5h game come form this!
This is so well made! The encounters were fun, the level and environment design was great, and the enemies were challenging. I died a few times, but kept at it until the end (I think? The game just closed when I got into the elevator).
Maybe to start a discussion about the health=ammo mechanic: I liked that the game forces you to make decisions about spending health to kill an enemy. For example in the last chamber before the end (crash?) many enemies would drop their health packs into the pit, which is why I decided to avoid them. Avoiding instead of killing is a risk the player has to take to save resources. I disliked that I died twice due to not paying attention to the health meter and killing myself. There is a warning sound, but in the heat of battle it is easy to miss. Maybe some mechanical changes could make it more visible, such that you can "feel" the health getting lower, for example the gun firing slower/faster.
This game is a great basis for experimentation on the mechanics, so kudos for getting it right!

















