Swapping between the different Council members and using their skills is great. Like what others have already pointed out, the maps are too big which results in a large chunk of time spent on traveling. I managed to reach the 3rd level by using the speed boost but I will still run out of time in the end.
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Kroniic Time's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #56 | 2.913 | 2.913 |
| References / Humor | #58 | 2.739 | 2.739 |
| Innovation | #67 | 2.565 | 2.565 |
| Gameplay | #75 | 2.435 | 2.435 |
| Overall | #80 | 2.574 | 2.574 |
| Ambience | #93 | 2.217 | 2.217 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Very nice pixel art work.
Music is nice too!
I like the arrows pointing at enemy locations. Very useful when finding and defeating enemies is priority number one to keep the timer under control.
Very fun when the rooms layout and enemy distribution well balanced.
However, if you get bad RNG the game experience turns very bad and feels unfairly difficult.
I couldn't clear the second level no matter how many times I tried.
Some improvement suggestions:
- There needs to be a way to run faster. I spent a good chunk of time walking empty halls watching as the timer goes down without any enemy in sight to help replenish the time. Either that or make the corridors connecting areas with enemies shorter, so that the down time isn't as long and the player stays engaged in the action.
- The bottom UI covers part of the screen and makes it extra difficult to take down enemies located in that area of the screen. This is especially troublesome when facing the arrow enemy that hits from a distance. The player won't be able to avoid taking damage in this situation.
Great work, team!
With some tuning I feel it could become a really solid game!
Really love swapping between the council members, I think that mechanic in itself can go very far! And good job on the art!
Have to second that the maps are a little too big - I was optimizing my movement by swapping to Bae/Mumei to get speed boosts to move around quick, but still could only get like 1 and a half levels done. Definitely would try to tone down the map size a bit so you're actively gaining time by playing well, and not losing it walking between rooms (or just make it so you don't lose time outside of combat?)
I noticed at one point all my controls got swapped? I think this might have been one of Bae's debuffs, but it was just permanently inverted and that was really disorienting cause it was near the end of my run.
But there's some solid foundation here and some interesting stuff to work with, and it sounds like the team is planning to come back after the jam and add more content, so it'll be great to return and see what's changed. Good work!
I dig the concept, execution is a bit rough but I get what you were going for. My biggest complaint would be the maps get so big you waste more time walking than fighting.
It's not clear how to avoid running out of time. Without that, it's just going through same-y corridors fighting slimes, for a bit and then getting kicked to the menu..
I like the concept of it! Having multiple characters with abilities is always intriguing xD
As others mentioned there are some out of bound bugs (which apparently didnt get fully fixed?). It happened mostly with Fauna by shooting them out of bounds for me. It also took me a bit to see what in the UI is for what (like HP bar/time, ult bar etc.). i think simply labeling them might help out a lot or having the information also shown as numbers (like for example % ult charge or time left in an actual countdown format)
Also a little music also does a lot within the stages! i liked the menu music though!
Great Job for all the mechanics involved though!
Yea, the out of bound bug is lowkey annoying, guess we have to fully overhaul the physics system before updating the game to V1.0 soon. Also a better tutorial page / dialog system (other than the current tutorial page that we thrown together under an hour) is also planned for the future. I'm eager to add new features and improvements at the post-jam stage! Thank you for playing our little game <3
There was something really comedic about fauna running around with a glock
Fun little game.
I liked that you could switch between the characters and use their different abilities.
I like the gameplay you're going towards! switching between characters and abilities~
I found some of the out of bounds bugs:
Sana's skill is the one pushing the enemies out of bounds.
Fauna's auto attacks are also pushing them but its weird cuz I was only able to do it consistently on the right walls O.o
It is hard to tell when skills are recharged or when you can use a ult. i also had some enemies glitch into the wall. it is fun to see a holocouncil game tho.
Thank you for your feedback! We are still currently updating the game and fixing pesky bugs! Recently we have updated the game to version 0.2 where we put a skill cool down indicator. Hopefully, in the next patch, we can integrate a tutorial within the game menus. And yeah, the enemy noclipping is annoying tho... FIX ON ITS WAYS! Thank you for trying our game out!






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