It's nice but not restarting the level when player is dead was a bit annoying
YanamiRei
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Thanks a lot — I’d love to expand on this and polish it up post-jam!
Fun fact: the original idea was actually set in a research facility where you’d shift between alternate timelines to solve puzzles — same space, slightly different realities. It was less maze-like and more about noticing subtle changes. I had to scale it down a lot due to time, but the sideways-looping mechanic survived!
And yes, I’d love to try your game too!
Thanks so much! Really glad you liked the concept and the visuals!
Yeah, spawning into lasers is definitely rough 😅 — I originally leaned into that risk as part of the “unknown timeline” challenge, but I totally get how a preview or warning would help. Also, thanks for pointing out the level-start pause thing — that one slipped past me during the rush.
Appreciate the kind words and the detailed feedback! 🙏
Thanks a lot! I’m really glad you enjoyed the concept. I totally get what you mean about being able to go back — it would definitely make navigation smoother, even if it bends the whole "sideways loop" idea. Unfortunately, I can’t update anything until the jam ends, and I didn’t get to playtest the web version as much as I wanted — ran out of time near the end 😅. Appreciate you pointing out the pause menu bug though — I’ll make sure to fix it post-jam!
Thanks so much! Glad the concept clicked with you — I had a lot of fun interpreting the theme in a slightly different way 😊
Fun fact: this is actually a simplified version of a bigger idea I had, where you’d shift between timelines inside a research facility, solving mysteries across slightly different versions of the same space. Might still revisit that someday!
Thanks a ton! Really appreciate you checking it out — 4D Fez is honestly a perfect comparison
Fun fact: the original idea was actually set in a research facility where you’d shift between alternate timelines to solve puzzles — same space, slightly different realities. It was less maze-like and more about noticing subtle changes. I had to scale it down a lot due to time, but the sideways-looping mechanic survived!
The sci-fi vibe was kind of accidental, to be honest — mostly just a result of me not having many assets 😅 But I’m glad it still came through in a cool way.
Totally fair on the slowdown and pause menu — it was my first time exporting to web from Godot, and I rushed it at the last moment, so it turned out pretty unoptimized. Definitely learned a lot for next time.
Thanks again for the thoughtful feedback!
Originally, the game was set in a semi-open research facility with a slightly confusing but navigable layout. The core idea was still about jumping between timelines — you'd shift between slightly different versions of the same space to find paths, solve puzzles, and uncover what changed. Looping sideways wasn’t just a mechanic — it was how you made progress.
It was a cool concept, but also pretty complex and time-consuming to make. So I trimmed it down to focus on what works best for now.
Maybe one day I’ll return to the original version — but for now, I hope you enjoyed this loop!
