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Chronojump's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #846 | 3.818 | 3.818 |
| Artwork | #1037 | 4.023 | 4.023 |
| Narrative | #1137 | 3.386 | 3.386 |
| Creativity | #1384 | 3.932 | 3.932 |
| Audio | #1871 | 3.341 | 3.341 |
Ranked from 44 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?
Each level has a time limit, and you can use special abilities that cost time to use.
(Optional) Please credit all assets you've used
See description for full credits
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Comments
Great visuals, love how the wizard changes color depending on which spell you use
The abilities are well thought out and most levels seemingly have alternative routes that you can take to save time, which I really enjoy. The wizards a bit floaty but I think it adds to the platforming. I wish there was a way to use the abilities without it chunking your life, maybe a colored crystal you can collect to use an ability for free. I love the movement in this game I wish I could do it more often without it chunking my life
If there was a whimsical category this game would score 5/5
I looooooove the sounds... that wooooosh pooooyeee sounds XD Hope you know what im talking about. The visuals are also so cool. Did you just put a whole shader over your whole game :0 I loved it so much. 5 stars all around :) Thank you for making this.
Thank you! Actually, no shaders were used at all. I was a bit cautious about using them as I wanted to make sure the game could run in browsers.
The visuals and mechanics felt really nice. I read that a controller was recommended, yet I decided to play it with my mouse and keyboard. Jumping on Z and shooting a fireball on X is quite awkward if you move around with WASD :D
Great visuals and the mechanics were quite innovative and have real depth, like the fact you can jump multiple times, just that each jump costs time, was really interesting and something I've never seen in platformers before. I guess my only nitpick would be to adjust the placement of the controls? But overall, awesome game!
very creative with how the abilities interact and combine
after some replaying, i got S/A on the first 3 levels, and B/C on the next 2 (i probably could get all the gems quite easily but i was mostly focused on the time)
Thanks and well done on the S ranks!
I quite like this game. love the whimsy color scheme and the music is nice.
Really nice game! I enjoyed it a lot. I loved having to think twice about every move, and the mechanics connecting time and ability - that's something we tried to incorporate into our game as well. Great job!
This was fun! It got really challenging on the 5th level. I think it was mostly due to my keyboard layout though. Having to move with WASD and trying to shoot a fireball or phase through walls was difficult with that setup. Overall this was a great idea. I really liked the art and the sound effects really added the additional polish.
Amazing game! It feels very rewarding when you manage to get through the level. The movement is awesome!
Nice concept and level design. The rank system is cool to trying to find the best way and master the game! The art is pretty charming too. Nice work! 😊
Super interesting concept! I couldn't use a controller so I feel like I missed out, but using the timer as a mana system is genius!
Using time as your main resource is very interesting! It was a challenge to make it through the levels, especially as more spells were added
Very creative! Without a controller, it's a bit too difficult to juggle all the abilities, but I got enough of it to know that it deserves a top spot in this jam. I like the way the boost interacts with the other abilities. And the animation squash/stretch looks great.
Thank you!
Nice game! I think it's cool how you use a different approach to limit the jump and other mechanics! It's very creative and your art style is nice!
Pretty fun! I like the idea of being able to spam abilities as much as you want, but at the cost of time. That last level was really tough and I almost gave up, but I finally managed to do it after a few more tries.
Concept of the game is neat. I like how abilities are complement each other. All levels are puzzles by themselves. You are building mental map of each level thinking what could be the best way to pass trough on each segment. It could be a good speed running game when polished
I love the feeling of having infinite jumps, while actually not really having infinite jumps haha. Really creative spin on the countdown theme!
super cute art and a good implementation of the theme!
really unfortunate that i dont have a controller to play this with though, i think i wouldve gotten a lot more enjoyment out of it. still super fun though! hoping theres a post-jam version :)
Thanks! I intend to make a post-jam version, at least to fix some issues with the current version.
I really like the Art and the Idea, for some reason I didn't hear any audio when I first played, but it was there after I reloaded the page. I really didn't get past the level that introduced the boost though, because I use the qwertz keyboard layout, so pressing shift and z at the same time isn't really easy for movement (I didn't dock any points for this though, because it isn't really an issue with the game), I think adding an option to change keybinds would be nice. Apart from that I really like the artstyle and it is polished quite nicely.
Thanks! Sorry about the keybinds. Obviously I would've liked to make everything rebindable, but I just didn't have enough time.
I feel like all of the mechanics introduced in this game would work greatly in a metroidvania / more open platformer (Especially the dash, you could make an entire game just with that ability). I was not able to finish it since the last level lags like crazy. (I have only played the browser version so that might only be an issue there). Love the artstyle and the story at the begining.
Some small nitpicks :
Taking damage should give more feedback.
Half solid platforms should have a different color than normal ground so they don't get confused with it. (The firs time I played the second level I didn't realise there was a half-solid platform so you could reach the fire ability).
Thanks! Yeah, I didn't get a chance to optimise the game unfortunately. If I had more time I would definitely change how taking damage works (more feedback, i-frames).