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A jam submission

KronoGunView game page

Survival Horror Shooter. Play as Kronie and save your creator by collecting Relics. YOUR TIME IS RUNNING OUT.
Submitted by NonsensQA (@Fluor15), o_define, moth0404, vieri, chumpkins, Ivanese — 1 hour, 9 minutes before the deadline
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KronoGun's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#163.9174.200
Ambience#163.9634.250
Overall#243.4133.660
Innovation#303.2643.500
Gameplay#303.3103.550
References / Humor#682.6112.800

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Really nice aesthetic, the models and world were done really well. I haven’t played many games like this but it was fun and seems quite promising, having to consider time over ammo was cool. Unfortunately couldn’t get to finishing the game after dying several times but I think I’ll try to come back.

At least with my experience of the jam build, the combat to me didn’t really hold my interest well. I think it was mostly on the lack of enemy variety and quality, so I understand that’s recognized and already in the works at least, but I spent most of the time walking backwards away from enemies and shooting them without having to consider much else.

Not entirely a critique but at some point I had six enemies trap me behind a pillar facing the camera and I honestly thought I was just trapped, but I got to shoot my way out. I also saw a few of the void blob enemies get stuck on the altar steps though, not sure if you intended that.

Great work!

Developer(+1)

Apologies for a late reply! Thank you for playing our game, we are happy that you enjoyed it ^_^

Regarding enemies, unfortunately I had to dumb them down before the release due to issues in the AI code. I recognized the source of the issue the day before the grace period deadline and we didn't manage to restore nor expand their behaviours. In the next iteration we plan to refactor them significantly, so they are more reactive, act more like a hive and add more unique behaviours to each one. Likely we will replace or heavily tweak their models and add animations so they are more interesting to play against. Additionally, the environment will be more complex, which should add more tactics to the game.

Void blobs should not get stuck, we will investigate, thank you for reporting that <3

Submitted(+1)

Unfortunate to hear about that, but I understand it happens and it didn’t take away from the parts I liked. I’d love to give it another try after a new update!

Submitted(+1)

Spent a good amount of time just walking back and forth trying to recall which way is forward, but no big deal.

I actually really liked having to keep up rhythm for the shots to control the overheat mechanic, and occasionally coming up with more irregular patterns to make tempo transitions more consistent. It’s also something to think about since arenas are light on strategy, but I can see the planned extra guns already taking care of that.

Developer

Apologies for a late reply! Thank you for playing our game, we are happy that you liked it ^_^

Getting lost in the level was one of our top concerns as well, we tried to alleviate it a little bit by adding different light colors to some rooms but it was a very temporary solution. With a larger level we plan to introduce a more robust solution for that (probably either a map or making each room distinct and memorable enough to auto-remember the entire room layout).

In the next iteration the rooms interiors and overall general level layout will be more complex, as well as we will add more enemies with more complex behavior so there will be more strategic decisions to make while exploring. There is also the topic of resource management, with a small inventory, maybe some kind of ammunition, which should also increase the survival and strategy aspect of the game.

Submitted(+1)

I really liked it, the whole art direction was so cool and the story was interesting. I hope you can expand it in the future, the ending made me curious what would you add with no time restains!

The gameplay is fun, the only thing I missed was hold-down fire, but that's not a big deal. Maybe more weapons in the future?

Really good entry!

Developer

Apologies for the late reply! Thank you for playing our game, glad that you liked it <3 

Hold-down button is a hot request and we plan to add it if the current shooting rate remains (that depends on where we will land after enemies refactor). 

New weapon or weapon mode is surely on the menu. We are currently discussing in what form we will introduce it and what new mechanics it will bring (like overheat for the TimeGlock).

We are currently expanding the game with features that we planned for the jam but didn't squeeze in, like mini-puzzles to solve from time to time, more robust enemies, more fleshed out story, proper animations, cutscenes, more diverse environment etc. It's gonna take some time, but we are determined to finish it and learn more from it ^_^

Submitted(+1)

Very cool thematic/art style and well constructed. 

I feel like my main complaint though would be the lack of an hold-down fire; I don't mind a slow fire rate but clicking that much to shoot when fighting a horde got detracting.

Also, UE5 was not merciful to my card. I wasn't even getting 30 fps so I feel like that took away from what should be a pretty fast paced shooter. Graphic settings would've been nice but I get it might've been a time constraint.

Regardless, solid entry. I would love to see an expanded version of this with more levels and enemies.

Developer

Thanks for playing the game and for the feedback <3 Good point about hold-down for firing, we didn't think about that, and it would be an excellent QoL addition. If we keep the current pacing with the horde and a relatively large number of enemies, we will definitely add it in the next iteration.

Regarding performance, could I ask which CPU and GPU you used? We managed to do only a small optimization pass before the end of the grace period, so there is surely room for more optimizations on the GPU side. On the CPU side, it should still be relatively cheap, although there might be some oopsies on Tick. In the post-jam update, we plan to redo the entire environment and will pay more attention to the optimization side for sure o7. If the scope allows, we will also try to introduce some simple graphic settings (most likely using UE's default graphics scaling system).

Submitted

Its a GTX 960 with a Ryzen 5 3600, my 'work' computer. Definitely not a CPU problem, the card is just old (I mean, it's not a trash card but its too far back for UE5). But even if I put this on my nicer gaming rig it still would probably run "just OK". It's not you guys though for sure, a lot of UE5 beauty shaders just does not like older gear. There was another UE5 game in the jam (the Cecilia Dark Souls one) that also hated my card; their game had graphic settings I had to drop down just get it playable.

Submitted(+1)

It was a fun little top-down 3rd person shooter!  As a quick side note, before I forget (as I'm leaving a comment right after playing): was the whole thing about "a thousand years" in reference to Myth's song, "Journey Like a Thousand Years"?  On one hand, it's not Council/Promise's song... but on the other, the "thousand years" thing seems so deliberately repeated.

Anyways, as for the game itself, it was fun.  I'm not particularly skilled at these sorts of games so I appreciated that stray enemies in the world remained dead after killing them.  So I abused that and kept running back to the altar rather than using the time restoring items.  That way, I can save those restorative items during the hordes.

I definitely thought it was a neat idea, having time also serve as your health and, once your gun starts overheating, also your "resource" for shooting.  A lot of things really ended up tied to "time" so it was very appropriate for this game jam.

What I did wish there was more of as I was playing was enemy variety.  I was preparing myself to have to deal with different kinds of enemies but in the end, the two enemies there were ended up being similar in function as well, just one took one more hit than the other in exchange for having a larger hitbox.

Now, I don't know if you were going for a bit of an unsettling/horror-ish vibe but as someone who scares easily, I personally felt that way.  Though I do think, in a way, it is appropriate, intentional or not, given the tension I'm supposed to feel.

Overall, I think this was pretty well done and I'm curious to see if you will expand on this game after the game jam ends.  I hope so given teasing you did at the end of the game.

Developer(+1)

Thanks for playing our game <3

Regarding a thousand years, yes, it was a reference to Myth's song. It was/is a hint for what is coming next after we leave the cave. (I also really like the song and felt an unresisting urge to reference it :D)

Regarding enemies, unfortunately, we didn't manage to squeeze in more behaviours for enemies in the jam timeframe (it was my first ever enemy AI implementation and I did a little oopsie in code), but we will in the post-jam update (whenever it will come). Possibly, we might change the enemies as well, depending on where we land with the current set of changes, revamps, etc.

The initial idea was for a survival horror or at least an unsettling vibe, inducing tension and anxiety of what will come next. We plan to improve this vibe further by playing more with lights, fog, changing environment, changing enemies, screenshake, etc.

Once again, thank you for playing our game. We are beyond happy that you enjoyed it. It means a lot to us, motivates us to keep working on the post-jam update and whatever comes beyond.

Submitted(+1)

Great game. The difficulty felt good, I was able to win after a couple playthroughs. Really good job on this, I love the game concept! I cheesed it quite a bit by abusing the altars lol.

Developer(+1)

Thank you for playing, happy that you enjoyed it <3 

A little bit cheesing is always okay :D In the post-jam version we will try to patch it up a little to make altar a little bit less powerful or make returning to altar much harder then it is now.

Submitted(+1)

Very visually impressive! The atmosphere fits the game really well, all the sound effects were spot on. The cover/UI art looks really good too! I like the creative take on health as time, and the trigger-happy punish makes the whole gameplay intense.

Great work! Thanks for making this!

Developer

Thank you for playing <3 Glad that you liked it! ^_^

Submitted(+1)

I like the artwork and the UI design that was put into this game. I do think having to click the exact spot in order to hit the enemies more precise than needed for this type of game. Most of these do a raytrace or projectile to see if you hit anything going in the direction of the cursor. Your gun taking away your time if you used it too much at once adds a nice tension and if you had more elements that forced you make choices between firing the gun to complete some non-critical objective or staying alive, it would add some interesting dynamics to the game, similar to other roguelikes where you can choose a harder battle for better rewards at the risk of dying or choosing an easier route. The horde portions sort of hit on that, but I think you can push that idea further.

Minor nitpicks I had was the UI color choice for the dialogue text lacks enough contrast and is slightly hard to read and the number of hourglasses you have is not really visible in brighter areas as it blends in. I really enjoyed this game.

Developer

Thank you for playing and for the feedback <3 Happy that you enjoyed our little game!

Regarding the aim, currently the shot goes directly where the cursor is located with a hitscan. Main problem is that aiming slightly offset the enemy or behind, results in aiming on the ground e.g. bullet can go between the legs or right before the enemy. So even when it is a raytrace, it might not hit enemy. We have a lot of internal discussion on how to approach this problem, from trying to improving the current aim system so it is more reliable and predictable to going into something easier to handle or even autoaim and putting full focus on managing resources rather than perfecting aiming.

Also thank you for the feedback on the colors, we will definitely look into that to improve the readability o7

Submitted(+1)

This was a really cool idea!


I haven't played either of the games you've listed as inspiration (though I've heard of them), but this was a fun experience and a nice twist on the theme, with using time as health and constantly dwindling resource.

I will say that I might have gotten lucky with enemy and relic spawns, but I didn't really have too much trouble with resource management - I dropped down to 1 hourglass during one of the relic defenses, but that was mostly because I was panicking a bit and used those two hourglasses when I probably could have just taken it slow and used a single instead. Then was able to just backtrack and refill.

Maybe the hourglass spawn chance or spawn locations could be reduced a bit to make things feel a little more tense, but I suppose it depends on how the team wants to flesh out the gameplay loop.


Either way I think the aesthetics, music, and SFX were all good, and the animations too, considering this being a game jam submission. All in all great work, and hoping the team can come back to at least finish out the story that's been set up!

Developer(+1)

Thank you for playing ^_^ Glad that you enjoyed it. 

Due to not squeezing in difficulty settings, we were very conservative with the balance. If we decide to work on a more fleshed out version we will amp the difficulty and thus the tension so it more fits the horrorish vibe.

We have a lot of internal discussion on how to approach this, preferably without introducing another resource like ammo. Increasing enemy variety and their "abilities" should also help with it.

Submitted(+1)

Fun little game! Dig the UI, very pleasant to look at and informative. Amazing concept of time being health and picking up healing collectibles to use them whenever you run out of time. Could work very well as a roguelite!

Developer(+1)

Thank you for playing, we are happy that you liked it <3

Submitted(+1)

The gameplay is really good. There is a bug where some of the walls won't cull when they are hiding the player but a minor issue. I kind of forgot what I was suppose to do, so have something to remind the player of the objective would be great.

Developer

Thank you for playing! We are happy that you enjoyed it ^_^ Regarding objective case, we have an internal discussion about adding a sort of journal to the game, so that should potentially solve it. Alternatively we are also thinking about a map with POIs pointed. Also thanks for reporting the bug, we will fix it in the post-jam version o7

Submitted(+1)

I like the concept! I really, really liked the UI design, and I thought it was an interesting top down, kind horror-esque game. The two enemies were very visually striking as well. Overall fun, and I think to spice it up even more, you could add in some juice, like screenshake and stuff. Albeit, that may just be bias on my end. 

Developer

Thank you for playing! Glad that you liked it <3 Screenshake also appeared in our internal playtests, and we will most likely add it in the post jam version. We will experiment with some other techniques as well, to amp the horror vibe o7

Submitted(+2)

It was a fun game. Using time as health was an interesting mechanic, and the fact that time drained additionally whenever the gun gauge filled up added real tension to combat. When enemies approached in groups, it was genuinely a bit scary. I really enjoyed playing it.

Developer

Thanks for playing our game <3 We are happy that you enjoyed our idea. With gun overheat we were a little afraid that it would be confusing and annoying, so we are happy that it turned out good ^_^

Submitted(+2)

Very cool take on the theme! 

Developer(+1)

Glad that you liked it <3 Thanks for playing!

Submitted(+1)

I think having the gun always shoot the spot where the cursor is makes aiming unintuitive. I ran into a bunch of cases where I pointed at a distant enemy and was able to hit them, but then couldn't when they came out of cover and should've been easier to hit. It also means I have to look at my mouse cursor during frantic combat, which just feels wrong.

Developer

Hey, thanks for playing and for the feedback <3 We will iterate on the aiming after the jam for sure, we wanted to play with it more during the jam but run out of time and decided to polish what we have to make it as predictable as it can get. We don't have a decision yet if the aiming through cursor location will stay or it will be more based on the direction or some kind of autoaim, we will probably explore all of these or more to find the solution that fits us and the game the most.

Jam Judge(+2)

I liked the ambience and the character model.

It's funny how you basically just slide (even backwards) when walking around. XD

The dynamic music when entering combat is also a nice touch!

At first I didn't understand what the items did and what the clock on the bottom left meant but it only took me a few minutes to understand. The Kronii "shrines" came in clutch after one of those horde attack events. Phew.

Improvement suggestions:

- Better marking of doors that can be seen at all times from the camera angle. The doors only become visible when very close to them or when seeing them from the "front" in a large room. In some corridors it was not that easy to find them.

- Character animations

- Volume controls

Good job on the game! Hopefully you can get that boss fight in after the jam!

Developer

Glad that you like it ^_^ Thanks for the feedback, we were afraid that doors might be a problem, so we will surely find a solution for them in the next Iteration. And I will work hard on learning and improving the animations o7

Submitted(+2)

Hello!! I really enjoyed the game and cant wait for the boss to be added!! The art is very good and I enjoyed the way the character and camera worked! (i kept shooting past the enemy LOL)

Developer

Thank you for the comment, we are happy that you liked it <3

Submitted(+1)

I am sad. No boss at the end :( Game is very simple and easy. I don't understand mechanic with a gun. It looks like there is some sort of reload but it chargers too fast to notice any difference in shooting speed. Level design is interesting.

Developer

Thank you for the comment! The boss was/is planned but we did not manage to squeeze it in. But we plan to add it after the whole jam phase ends. Regarding the weapon, it turned out that the Overheat effect did not work at all, so thank you for mentioning it!
Once the weapon reaches certain treshold it should Overheat and shoots start to deal more damage at the cost of Time (HP).