Timemu! It's a game by John Cooney that's one part time-warping, replay-style game, and one part elephant game, without the elephant. And if all of that made sense to you, congratulations! You are now officially a JIG Super Fan! In 2-3 business days, you should receive by post your very own super-official JIG Super Fan kit, including trading cards of your favorite JIG reviewers, an official JIGSF decoder ring, and other cool, hip swag to add flair to your happening JIG lifestyle.
But enough of my empty promises: In Timemu, you control Timemu, an emu with control of time. Timemu (or "Tim" for short) is just trying to find a home, but must use his powers of temporal self-duplication and navigate several platforming levels to do so. Move through space with the familiar [WASD]. Move through time with the [spacebar], which lets you warp to the start of a level, creating a new temporal copy of Timeme to work with various past-emus. You can also use [<] and [>] to rewind and fastforward time, though I found this isn't strictly necessary. The idea is to create a series of gray-shaded, past incarnations of Timemu to aid one black-shaded, present incarnation in getting to the end of the level. Usually this involves one or more past-emus triggering a bypass switch for various colorful force barriers, or stacking emus in a human pyramid (of emus) so that the topmost emu can clear an otherwise insurmountable wall. There are also obstacles to dodge, such as unaccountable, mechanical stompy-blocks, and the wily echidna, foe to emus and timemus everywhere.
It's similar to many other games we've reviewed, though it does distinguish itself with a bold, limited-palette design and a groovy soundtrack. One unique feature is the possibility of what the game calls "ornithological paradoxes." Rather than create a frame-by-frame replay of past runs through a level, each incarnation can potentially interfere with the position of others, so a barrier that you successfully unlocked, for example, becomes deadly again, if something interferes with past-emu's previously successful jump. It's a bit of extra challenge, one that I find a little frustrating in its unpredictability.
Still, I dig the style, and I like the execution, even if the gameplay is not wholly original. At 25 levels, it's a breezy, quirky outing that's worth a look. And if you play it, it's another punch in your JIG Super Fan club card. 25 punches and you get a free JIG iron-on transfer, so you can wear JIG all day! (Must present JIG Super Fan card to redeem prize).