To quote the Buddha, "Do not dwell in the past, do not dream of the future. Concentrate the mind on the present moment." Well, you'll have to ignore that advice if you want to make any progress in Switch, a puzzle platformer by Scott Addelsee, Jemma Barnard, Kate Fierek, and Tom Saunders. About 2/3s of the game will have to be spent in the past or the future, actually. You see, in each level, using the [arrow] keys, you must find three keys, one each in the past, the present, and the future, then take them to the exit door. To do so, you'll switch between the three eras with [Z], [X] and [C], respectively. A bridge unfinished in the present may be complete in the future. Likewise, a currently empty pedestal might have had a key on it in the past. Be warned: You have a limited number of "switches". Trial and error will be in play.
Though it was made in Flixel, Switch doesn't feel like it. In fact, it might be best described as what Sonic CD would play like, if it was made by the designers of LIMBO. The moody atmosphere and spooky aesthetic are Switch's strongest feature, from the eerie serenity of the past, to the disjointed present, to the vaguely totalitarian future. While the temporal puzzles are cleverly designed, the limits on "switching" unfortunately get in the way. Having to plot your moves certainly adds to the challenge, but the player should be allowed to explore such an effective setting to their heart's content. Not every game is improved by a medal system. Also, the jump physics are, in a word, wonky. If you can look beyond these issues, though, Switch has neat ideas behind it, and is well worth a chunk of your time.