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Chronophobia's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #405 | 3.733 | 3.733 |
| Artwork | #614 | 4.156 | 4.156 |
| Audio | #1352 | 3.400 | 3.400 |
| Enjoyment | #2044 | 3.378 | 3.378 |
| Creativity | #3290 | 3.422 | 3.422 |
Ranked from 45 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You loop back to the start every 5 minutes if you don't get back to the angel statue.
(Optional) Please credit all assets you've used
CutieMonica/Monica Phillips - Almost Everything
Rand0man - Key Art
Thunderspark - UI
Somepx, Geoffrey Lee, Jayvee Enaguas - Fonts
David Stearns, Chris Logsdon - SFX
Kartoonkane, MaskedPhantom47, VolfenF, XiraZorua, LightningSizzle - Fan Art
(Optional) What would you like to be called if GMTK features your game?
CutieMonica
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Comments
wow the art is giving undertale vibe!!!!! I love all the mechanics and narrative, great work!!
Thank you!
I enjoy the retro vibe you've brought. This is an ambitious game for a jam, very impressive - I'll echo some of the thoughts downthread regarding the melee hitboxes - the art's great, love the sound and music, and the whole experience would fit very well in the early SNES era (which is one of the best compliments as far as I'm concerned). Great work! :D
Thank you so much!
This is quite a big game ngl. The art and music are all good! Perhaps I'm not super good with Zelda so I feel like this game is a bit hard lol, especially that pesky pink frogs.
Thank you! And yeah it leans a bit on the hard side, mostly needed to make the sword slash bigger.
This is a big game to try and make in only four days, and ya'll did a great job! I love the Zelda and Outer Wilds inspiration. When the theme was announced my first thought was Outer Wilds and I steered away from it because I felt the concept was too big for such a short jam, but I'll happily try the games that went for it! This game has a lot of charm, I really like how it looks and sounds!
Two pieces of feedback: I think the hitbox on the sword needs to be bigger. Almost all of my deaths were me trying to fight enemies and just barely missing. It's also hard to the elevation and danger zones in the environment apart from walkable space. I read below that it's more obvious in a post jam patch which is great! This one area on the way to the sword however I think is either supposed to be a death trigger that's bugged, or looks too much like the areas where you will fall. It's got the tree stumps for the grappling hook and a heart peace on the other side which makes me think you're supposed to die there... but the area afterwards you can walk over identical looking spaces too.
Awesome job, ya'll are crazy ambitious and I can't wait to see more!
Thank you so much! I also felt it was too ambitious, but I also feel as though game jams are the perfect time to at least give a high concept thing a shot, even if it didn't pan out 100% as I wanted it to. As to the feedback, the sword actually used to be smaller, but I had multiple people tell me it should be a slash attack instead of a stab, so I kinda had to jam a slash animation into the stab animation and made it feel really janky, and at this point I'll probably be reworking it to be a big slash sometime soon lol. As for that pit in particular, somehow that one isn't actually a bug, I just genuinely forgot to mark it as a hole you can fall into LOL
Love the old Zelda aesthetic and vibe ,really enjoyed playing through it !
quickly figured out where pits are...by falling into them haha. Great submission! ; )
Yea I recolored them to make them more obvious post-jam lol, thank you!
Love the old Zelda aesthetic and vibe ,really enjoyed playing through it !
quickly figured out where pits are...by falling into them haha. Great submission! ; )
Oh, sweet, a Mini Zelda-like on a time loop! Reminds me a bit of Minit, though I've only watched that game, never played it myself. Writing was very solid and the whole mood was very fitting. I feel like the reset time and the paths could have been a bit shorter, as there was a lot of wandering around to do, but I still really enjoyed my time with this one.
That's fair, I wanted the game to be quite exploration heavy with fast travel across the map as a reward, but that didn't work out so I kinda went for the half-compromise solution that the game is currently. Thank you!
It gives me a Undertale and Zelda feeling. Amazing art and audio! Nice job!
First of all loved the environment, world design and the artstyle. Big zelda fan here. Really polished game. Narrative was strong too. For audio I stood their for sometime to enjoy it. Loved it. PS-I loved the red froggies, hehe.
Would appreciate an effort if you could rank my game too.
I haven't played Zelda but I love the open-world design (a bit too large though). The graphics and audio are polished and contribute to build the atmosphere. I get three items but cannot find the last one. Very solid game overall and enjoy playing so much!

The enemies are a bit too much that I feel like I have to stop and deal with them every few steps. And I get annoyed when they can simply fly across the river and move diagonally while I cannot. Better to have more little hearts to recover health especially when I am far away from the statue.
I once get stuck when I am attacked and falling into the river at the same time (see image below). Luckily, the progress can be saved and restarting resolves the issue. When I slash the angel from below, the timer will block some text. My eyes somehow feel tired of looking at many objects with dark color, maybe that's why it is called chronophobia :).
Thank you! and yeah the holes in general are super jank, working on fixing em where I can lol
Love the Zelda-vibes from this! I like the pixel art and sound effects. Although I think being unable to move while sword swinging made combat feel a bit jank. The grapple mechanic was a cool thing to introduce. Overall, very interesting game!
Thank you!
the environment and overall visual theming was actually really cool!! it's very cool to see a jam game lean this far into creating a really interesting world and a cohesive story to go with it, and it had me really interested (kind of like how I felt playing Outer Wilds lol, i see the inspiration!!)
Outer wilds is my favorite game ever so that's a massive compliment, thank you so much!!
I immediately got the zelda and general exploration vibes which I think you were going for. Though it was cool to walk around, find hearts in the grass and battle red froggies I thought the world was a bit too large which made it feel a bit empty in general. I assume there was content planned to fill up various areas. But overall it was an engaging experience with lovely art direction and cool retro audio. Good job!
Definitely was, thank you!
I'm here because the character and gameplay so fun.
If possible, can you please rate my game and leave a comment too?
The game has a really engaging style. The color scheme starts to feel a bit tiring after a while, but overall the game feels great. I’d suggest adding more areas, and adding more variety to the paths (or just shortening them) could make it even better. Fantastic work!
All of that was in the plan, but didn't pan out unfortunately. Thank you!
this is the game that I was most invested in out of everything I played for this jam, really well done!
Thank you!
I enjoyed the game! Despite it's technical issues, it's very charming and pleasant!
The art is wonderful, pleasant soundtrack and overall enjoyable experience :>
Thank you!
Managed to get two of the items, but then I got stuck on a ledge :(
It's a really cool world, though! I like the old-school Zelda vibe.
This is the main reason I regret not making a reset button lol, hope you enjoyed it despite the bugs!
Honestly very fun despite it being a bit buggy. I loved the art style, and I liked the metroidvania mechanics.
The grapple was a super cool ability to unlock. I also really liked the story and felt like the world had a real vibe going for it. The sound design was very satisfying. It was never hard to figure out what to do because the art was super clear, and in general everything that needed to feel good felt good.
As for feedback, (ignoring the bugs because it is clear you were aware of them, and none of them were particularly significant) I think the time/traversal required between the items might be a tad too long. Like I get that they need to be longer to add tension with the timer but both might have benefited from being slightly shorter.
Overall really cool game. I played all the way to the end because i found it solidly engaging.
Fantastic work.
Yea, the original idea was to have a shorter timer with the angel statues acting as fast travel between four major areas, but I couldn't get the fast travel done in time, or the dungeons that were going to contain the items, but I really do agree and that's 100% how I would design things if I had more time. Thank you!