EToo Previews: Still Time Laura Kate June 11, 2013 Previews Still Time was the first Indie Game I took time out of my day to play at EToo this week and while it’s a little bit mind bending at first, it ultimately seems to be a very clever and well designed game. The basic idea of the game is that you press switches in order to open doors, make bridges and generally navigate the level. The problem is that sometimes you’ll need to press two different buttons at once and at other times you may not be able to press a button and pass through the corresponding door before the button resets. The solution to these problems is copious amounts of time travel. The game’s time travel mechanic follows a set of very defined rules. If you travel back in time, you do not travel back in space, you will time travel on the spot. If you travel backwards, you’ll encounter your past self, who will ignore your existence and continue with their business the same as they did the first time. If you go back before you traveled back, you cut off a timeline and destroy one of your multiple incarnations. These are the rules and right from the start the game makes full use of all the rules it has set in place as constants. Some levels will be as easy as pressing a button, walking to a door, rewinding time until you pressed the button, and letting your new self walk through, before just waiting for the first version of yourself to vanish into the time travel ether. Some will be more complicated, requiring timing multiple versions of yourself together and stringing multiple people throughout a timeline. At the top of the screen are a series of coloured lines, which represent when each version of yourself came into being, where they cease to exist and at what times they did events like activating switches. I found myself referring to it constantly for ideas on how to proceed through even the early levels. The game seems really interesting and the time travel mechanic became more natural to think through as I played, but I fear that the full version could end up being too difficult for anyone but the developer to find fun. Assuming the difficulty is maintained in such a way that it’s difficult, but never so hard that I give up on the game then this could be something very special mechanically. I urge you to look into the game and see what you think, just don’t complain if your brain gets dizzy like mine thinking about the puzzles.