Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

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by eddynardo - Jam Entry

Rayban is the main character, he is inspired from Rayman and Crash Bandicoot.
This game was created in 48 hours from scratch by two people.

Rayban was kidnapped by a giant hornet and he is now trapped in a forest.His only way out is to solve some weird riddles that the hornet sends via text messages.

arrow keys: move and jump

Space (first time):pick the point where you want to go back in time

Space (second time): create an instance of your self in the point where you pressed space the first time, this instance will recreate every move you did
but you cant touch or go near it since that would create a paradox (you can use this power only once in every level)

Q : restart level

Importand: the game ends when you find the hornet (so press Alt+F4, nothing is going to happen after that)

Downloads and Links




Dec 15, 2015 @ 4:23am

Awesome puzzle concept. Very impressive rewind mechanic! Got stuck on some colliders, but I'll chalk that up to a jam version of your game. Art was also quite impressive

siege says ...
Dec 15, 2015 @ 5:34am

I get it! Like the sunglasses!!!!!!!!!!

alvarop says ...
Dec 15, 2015 @ 6:30am

Very confusing. It could benefit from some more explanations and feedback to the player. I do like the mechanics and the ideas though, there were some good ideas in there. I just wish they were a bit more clear.

jigalx says ...
Dec 17, 2015 @ 10:33pm

Good Braid-esque idea! Could definitely use some better in game explanation since it was hard to figure out, but once understood it was good.

local minimum says ...
Jan 3, 2016 @ 1:38pm

Really cool idea and ambitious to try and pull off for a Ludum. I really would have liked some camera snap type of effect for when storing a space-time position and some indicator showing that the next action would be a rewind. An easy level reset button would have been nice since there where ways to get quite stuck and the space action failing to do anything (pressed like 5-6 times without anything happening). Finally the controls were hard to deal with. Maybe the colliders should be extended a little for all platforms, maybe lack of grace-period allowing jump shortly after left platfrom, maybe there was some momentum in the character or a lack of gravity. I couldn't put my finger on it, but something was slightly off. So if these things were attended to, I'd say you have a winner concept for a puzzle platformer!

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