
Meet your past self
Introduce the hourglass and rewind. The player creates an echo that repeats their previous actions, then continues from their current position.
A 2D puzzle game where rewinding time turns your past actions into a physical partner, creating puzzles of timing, passage, and cooperation.
Play on itch.io ↗
Built with external art and audio assets. Asset credits on itch.io ↗
01 / THE CORE IDEA
The jam theme “Loop” led me to time loops, then to rewind. I designed and programmed a system where rewinding creates an echo of the player’s recorded actions. The player stays at their current position while the echo returns to the beginning of its recording.
Once time moves forward again, the two share the same physical space. An echo can hold a switch, open a route, or block the player in a narrow passage.
Move, wait, or keep moving toward a closed gate. Plan the actions you want your echo to repeat.
Press R to rewind the recording and recover countdown time. The player cannot stop rewind early.
The echo repeats the recorded movement, then fades out. Its limited duration makes waiting part of the plan.
02 / A PROGRESSIVE INTRODUCTION
The first three levels separate the system’s ideas: creating an echo, recovering time without losing position, and using a past action to change the environment.

Introduce the hourglass and rewind. The player creates an echo that repeats their previous actions, then continues from their current position.
A deliberately short countdown makes a direct run fail. Rewinding restores the countdown while preserving the distance the player has already covered.
For the first time, an echo must hold a pressure plate. The player records time on the plate, rewinds, and uses that window to pass through the gate.
03 / FROM SYSTEM TO LEVEL
Level four grew from an unexpected behavior in testing. Level five began with a planned solution that shaped the implementation.
LEVEL 04 / A DISCOVERY IN TESTING
Testing revealed that the player and echoes could physically block each other. After considering whether to remove that behavior, I kept it and designed a level around a shared narrow passage.
The player must coordinate route and timing with the echo: which one enters first, when to wait, and how to leave room for the other to pass. Recording a successful route is only half of the solution; the player must also be able to coexist with it.
LEVEL 05 / A PLANNED INTERDEPENDENCE
I designed this level around mutual dependence: the player creates the conditions for the echo to advance, and the echo returns the favor. Each actor must enable the other’s next action.
→ Movement ┄ Active switch → matching gate · A and B identify the same mechanisms in every view. The camera follows Player.
IMPLEMENTATION / SUPPORTING THE INTENDED SOLUTION
Read backward
ONE RECORDED SEQUENCE
Rewind: t₂ → t₁ → t₀
Replay: t₀ → t₁ → t₂
Read forward
Rewind restores the past; replay responds to the present. Reading recorded positions backward returns Echo along its original path. Forward playback instead applies recorded velocities to its physics body, so current gates and collisions determine where it can move.
What the recording preserves: Each frame, the movement controller sets the rigidbody velocity from the player’s input, and the recorder then samples that value. This is the controller-set velocity, not velocity calculated from actual displacement. Holding movement against closed Gate A therefore records motion toward the gate even while it blocks progress. During replay, Player opens Gate A, allowing that motion to take Echo through to Switch B. This distinction makes level five’s mutual dependence possible.
04 / HIDDEN LEVEL 0
Unlocked after level five, the hidden ending returns to the starting courtyard. The player’s goal changes from helping their past self to stopping them.

“Go back. Stop yourself—stop me—before we ever touch the hourglass.”
Earlier levels ask the player to cooperate with their past self. The ending reverses that relationship: take the hourglass first and stop the loop from beginning.
PLAYER FEEDBACK & NEXT STEPS
Players responded positively to the progression between levels and the ending’s reversal. Several comments also highlighted long rewind waits and slow movement; one player reported finishing level four with only 0.15 seconds remaining.
My next step is to test faster rewind playback and recalibrate level time limits around the revised pacing. I would also test movement speed separately to understand how it affects passage timing. These changes are planned and have not been implemented.
Read the player feedback ↗