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Cleanup, Time!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #43 | 3.171 | 3.400 |
| Innovation | #45 | 2.891 | 3.100 |
| References / Humor | #47 | 3.031 | 3.250 |
| Overall | #53 | 2.919 | 3.130 |
| Ambience | #62 | 2.984 | 3.200 |
| Gameplay | #71 | 2.518 | 2.700 |
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
Fun platformer, I always like the idea of using an effect to alter the landscape of the level so it’s cool that is was done here. It was fun to run to the end of the level. Nice use of the assets as well.
The ground pound felt awkward to use, a lot of times the time bubble wouldn’t come out, I guess cause I wasn’t always holding down? Having to use that command to go through elevators felt really unnecessary, especially because you have what looks like a time a penalty every time you accidentally spawn the bubble instead. I think you could have afforded to use other keys/buttons for these actions.
The platforming also felt a little floaty to me, would have preferred something a bit tighter especially for the many single tile halls that were really impossible to get into if you had to wall jump into them. That was where the bulk of my time was spent on some screens and it was frustrating at those times.
A minor thing but I think the main menu buttons should be on the foreground layer, looks weird to have them covered by image elements.
Good work!
The time rift mechanic is nice but the controls aren't very good. For me, the ground pound doesn't work unless I hold the down key. Using the ground pound to open elevators doesn't work well because there is a chance that it creates a time rift instead of opening the elevator. I would have preferred if the ground pound and open elevator were bound to a separate key.
Some sections of the levels are quite narrow which makes it hard to platform around as well.
A bit of an odd but interesting platformer.
I greatly enjoyed the time rift ability, and the graphics were great, I loved the Powerpuff style Kronii.
The jump physics were a bit odd at times, which made maneuvering a bit awkward. In addition, maybe this is just a local problem, but audio would stutter a lot for me.
Honestly, the fact you needed two playthroughs; one to gather all Kronies, and one speedrun was very unclear to me. My recommendation would be to simply remove Kronies the player has already gathered on subsequent loops. That way, going faster makes sense and would feel natural.
(In addition, if you do the speedrun first, Dark Kronii still tells you to go Faster, instead of telling you to gather all Kronies.)
I liked the game. Main thing need to improve i think is Kronii hitbox size. Some narrow passages very... narrow and you need gods blessing to go throw them. For "good ending" you never have to go there and this is rase a question why they exist tbh.
I liked the music!
Great use of DDOLBANG's portraits!
Interesting approach to the time limit theme and time loop!
I forgot to check the hint and was wondering what I was doing wrong in the second loop. I had to go back to the game after reading the comments down here.
Some improvement suggestions:
- There were some narrow spots where trying a walljump would throw Kronii away from the gap and make it really hard to go through. Maybe some adjustment needs to be done there with the hitbox or level layout.
- Trying to do a ground pound when close to a wall would do a wall jump instead.
- Sometimes ground pounding near a door would open a time rift and not open the door.
Good game!Nice concept here, like others, it would be awesome to see it expanded into some more puzzles (except for ones that require a one block gap wall jump - good god save me from that hell)
Really love Powerpuff-style Kronii, and great work on all the custom assets in the first place!
Also like how you have the two run throughs required for the true ending, though it was a little confusing on the requirements for the second run through (had to come back to the comments cause I forgot about the hint in the description), I think it would be better to make it a little more clear in game on the fact that you can just ignore the Kronies for the second run through.
But all in all great work!
Apologies for the extra runs! I had envisioned for the text to be more and more clear on repeated loops, but the deadline did not quite envision me implementing it lol
Thanks for playing!
Alternate reality was a nice touch for the platforming, though I wish it wasn't tied to a stomp. Same with the elevator doors as it seems like if down was held with a misinput, you could no longer stomp until you release it and press it again, which made it awkward. The other note is wall jumping into a one tile passage was more difficult than I expected. I really liked the alternate world mechanic.
Thanks for playing! If it's any consolation, I don't think there's more than one or two spots across the game where you have to wall jump through a one tile gap. I tried to include a simple jump in at least one dimension for any intended paths, (or a wider opening after a wall jump) but I did leave a few very frustrating dead ends. Our original idea would have had you consuming kronies to jump between timelines rather than groundpounding for everything, but we very quickly realised we wouldn't be making that happen within the deadline. Both are definitely high priorities if we update this after the jam! Either way I do want to explore multiple-timeline platformers again when I can devote longer to level design.
The idea is really unique, I like the concept of having an alt world with a different blocks arrangement! Visually crisp, the UI is really polished. Well done!
Personally, I'd really like to see the idea get expanded into a puzzle game, or level designs with more focus on puzzles. I think it'll make for really interesting and mindbending gameplay.
I did also had 1 playthrough where I got stuck in the wall. I believe I opened a portal, and it closed while I was still inside the portal. The location I was standing on had a wall when no portal is around. I can't replicate it consistently afterwards though.
Great job overall! Would love to see more.
Puzzles were the original goal but turns out when alternate routes have to be distinguished by elements that give a few seconds diff on already few-second-long level without it being too obvious which one is better… takes more than the two/three hours we had left to make all the post-tutorial levels from scratch on the last day. Bless March for managing these, and making them playable first try with zero playtesting lol
Thanks for playing! I would definitely love to do more puzzle-y levels as well. In the magical world where I'm not designing levels at midnight (sorry about Elevator Hell, by the way!) I would have wanted to make more assets that tie in to the actual set design to provide context clues for where there might be hidden paths in the other timeline, such as tables or stacks of merch boxes. It's something I haven't ruled out in the future for another project!
The wall related softlocks are definitely something we just didn't have time to exhaustively test, and it isn't helped by the lack of replicability of half the bugs we've encountered (a couple of people have mentioned broken elevators). Our grand solution of "Level Reset Button" is probably as good as we were getting without an extra week. It was a lot of fun to make and I'm glad people are enjoying the game!
On the level with all the elevators and the comment about Ina possibly being involved, I got to the room without elevators and couldn't leave. Going right resulted in getting blocked by a wall that wasn't there, and going didn't work because the rift would disappear while trying to wall-jump.
Ah! That's unfortunate, I've not seen that kind of bug before. Do I understand correctly that the problem was opening a rift on the right side of that enclosure showed an open path, but it was as if the wall from the present timeline was still active?
No, the point that I couldn't get past was further to the right than the wall, right on the edge of the rift.
Right, I remember now lol
There is a wall exclusive to the past just to the right, and it seems the rift is just wide enough to catch a sliver of it. Should've made it way smaller just in case instead of matching the tile size, didn't get as much testing since it's the only place in the game where it comes into play from another wall boundary.
Thanks so much for playing and for the report! And if you'd like to give it another shot, you were already a good way through and there's a Reset option in the menu (P for the web build).
finally got to play it, and had some fun.
uhhh hate the elevators and how to open them. But everything else was nice a dimensional concept always has it's own implementation and I liked the way it is here, but would really like a better way to cancel it was stuck at the first elevator of the streaming room level because I accidentally activated it.
Concept is actually really cool, the whole alternate map thing makes for good puzzles. Implementation is rough I'll admit but I would definitely play a fully cooked version.
Cool game with the multidimensional platforming concept. I'm not sure if I missed something though, as I beat it twice and nothing changed at all the second time even though I collected all of the Kroniis? Is there something I'm missing?
Glad you liked it! You were almost there, added a hint to game page.
I love it incredibly unique and also the fact retrying is part of story is awesome. The only thing is its kinda hard trying to fit into 1x1 gaps with this movement system my kronii gets stuck all the time. Other than that its a masterpiece!