Screw it. I’m not really in the mood for writing tutorials and besides I’m not especially good at it. If anyone wants help with making a game just ask me in the comments. Now on with the game. Neither you or the other characters can be harmed yet but you can shoot and so can they and all of the movement collision detection is setup and most importantly rewinding time is functional.
For controls use WASD to move, hold shift to run, tap Q to switch from first and third person views, Hold E to rewind time (You cant rewind past the beginning and similarly the game wont let you play past the end of the time line which is visible at the bottom of the screen) and use the mouse to aim and any mouse button to shoot.
I’m really happy with the movement. I did a few things a little bit differently then I usually do and I’m really happy with the results. It probably isn’t particularly noticeable (though it likely will be more so later in slow-mo) but there is real momentum to your movement. So if your moving left and then start moving right it has to first slow down your momentum going in that previous direction and then build up more in the new one. Even completly changing directions doesnt take to long and the controls still feel responsive but when you compare it directly with another game that has exact controls it really does feel more natural. Also rather then leaving you in complete control of your movement well off the ground or making it based completly on momentum when you first jump/fall its actually a little bit of both (took a few tries to get the balance right but I think its good now) which i think worked out really well. Pushing enemy characters by bumping into them works fairly well also.