Good game and great work with platformer component especially - the movement and jump physics is thought out really well!
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Chrono Weaver's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4077 | 2.866 | 3.444 |
| Artwork | #4493 | 2.866 | 3.444 |
| Audio | #4698 | 2.589 | 3.111 |
| Creativity | #6152 | 2.681 | 3.222 |
| Narrative | #6969 | 1.757 | 2.111 |
Ranked from 9 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?
The loop is no longer a mere constraint, but the player's greatest weapon. Memories accumulated through countless iterations are the only key to unraveling the system where temporal and spatial cycles intertwine.
(Optional) Please credit all assets you've used
See description for full credits.
Comments
I did not at all understand how the loop was supposed to work by the end. I think too many things are being juggled: Precision platforming (especially jumping over those one block from the ceiling generators), exploration, and disorientation each time you die. I think drawing attention to different aspects of the world would have improved things. It's a good feel though, didn't at all feel fundamentally frustrating to play.
Your suggestions are incredibly valuable. You’re absolutely right—the lack of detailed in-game guidance for objectives was indeed a shortcoming of this Jam. Due to time constraints, I ended up condensing some originally planned in-game designs into the description as a shortcut.
And we’re totally on the same page about expanding into distinct zones! I’m currently designing varied environments to enrich the gameplay, with updates coming post-Jam~ 🚀
The jump feels very good! The art looks really cool too!
Unfortunately I had some technical difficulties, such as the WSAD/arrows not working as intended, maybe because I had a controller already attached, which I ended up using to play. Also, whenever I find the steel ball the game seems to crash, so sadly I ended up not being able to experiment the game beyond that

Really nice and responsive controls. I love the artwork and the music. I didn't really know what the goal was though. I found a ball but not sure what it did. My favorite part: "What does this radiator thing do" *dies "oh."
Thank you so much for playtesting!
While the goal is mentioned in the description, the game admittedly lacks in-game guidance. The ball is the “World Engine” sustaining the cycle—each room’s identical layout is literally its doing!
As for the “radiator,” consider that a devilish little twist… or perhaps my version of a knowledge-lock. LMAO 😈
No, brother, this isn’t your issue at all.
Your feedback is pure growth fuel for me, and I’m deeply grateful for your insights! Truth is, the goal and controls shouldn’t live outside the game… but gameplay dev swallowed all my time. So…
Let’s savor every jam, absorb every golden nugget of advice, and keep forging ahead stronger!
Thank you for your encouragement!
As you rightly noted, some of the movement juice draws inspiration from Celeste—I deeply enjoy incorporating challenging platforming techniques into games to enable unique problem-solving approaches.
However, this focus left me only one hour for level design. The lack of polish (admittedly rough now) and planned combat/puzzle **loop **integration remains my biggest regret for this game jam. >_<







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