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Chrono Shift's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1063 | 3.750 | 3.750 |
| Artwork | #2627 | 3.529 | 3.529 |
| Audio | #2710 | 3.147 | 3.147 |
| Creativity | #4812 | 3.221 | 3.221 |
| Narrative | #6381 | 2.118 | 2.118 |
Ranked from 68 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?
In Chrono Shift the countdown isn't a timer running alongside the game, it's the only resource in the game. The same number is your health bar, your ammo and your currency: enemies knock seconds off it, every dash, shot and shockwave is paid for in seconds, and whatever you're still carrying when it hits zero is what you get to spend on upgrades. Every decision is the same question: is this worth the time?
(Optional) Please credit all assets you've used
Music took from https://freetouse.com/ . No images from outside
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Comments
Very fun game and great presentation! Very impressive that you made such a deep and polished game in such a short time, I’m definitly saving things to play again later!
Had a lot of fun playing this one! Ended up maxing everything out. super satisfying experience! Excellent entry!!
This might be the king of the twin stick shooters right now, in terms of the power fantasy this game provides.
Each capstone upgrade, aside from the less-bad-guys-line gave me a new stool to step up and marvel at my kingdom. Refining, time-per-shard, multiple shard-per-kill. Slowly I watched the cliff crumble and when finally it fell, the game felt great. The clock was now meaningless. I had won.
Or had I? I'm only going to drop one interesting thought here, and I hope it's one you know and agree with! In GMTK jam we, of course, have to try (and in my case fail) to make our games accessible to the average 2-3 minute playtime someone puts in. Often, like here, that means sacrificing the endgame experience to front load the action. Once I won, which was maybe six seven rounds in, all I had left to do was buy every upgrade, which just meant wiggling my mouse and keyboard to try to maximize my fragments-per-second under no duress or time. A little part of me hoped that after five minutes, there'd be some big dangerous boss, and all those hours of clock time I racked up would matter to my health, and when I beat him you'd come to my home, knock on my door, and tell me "congratulations son, you've won". As it's obviously not tuned to be an infinite game, I really think an ending screen, no matter how small, would have nailed this experience.
Now. It is fun. It is so so fun. At first I hated the diamonds, what a waste of left clicks. I tried to avoid reds so I could bunch them together and minimize the travel between their loot. I explored the tech tree, carefully avoiding some upgrades I thought were fillers to dig deep for the game changers. These are all top tier gameplay experiences. I can see you tuned the game to a fun average set of upgrades, and then gave us the option to have 20% more so we got to exerience overcoming your challenge. Intentional or not, it's kudos.
I think this is perfectly tuned for a GTMK Jam / demo. The second column of upgrades are all more interesting than the first, and upon reveal, you can preview and build your excitement for it. I had no issues with the controls, though, I never used the dash and the bomb only for farming massive times at the end. My inputs were responsive and snappy, and in my playtime I didn't encounter any bugs or even unfinished surfaces.
After the jam give me a big guy that spawns painful circles and makes me use up my two hours of clock! Love the work enjoy your day xx
Thank you for your analysis, I really really appreciate it! Many of your thoughts are right, and I would love to add a secret boss or some kind of enemy if you survived for more than some amount of time
really enjoyed the game, just think it could've had more depth in the upgrades.
The game is pretty good and has potential. I think it just needs to be improved a bit more. I found that the gameplay loop feels a bit repetitive and I wish there were more types of enemies. Overall I liked it and it was fun.
very nice game, updates were creative and the whole game look is good, I would recommend just a bit more vfx to make things more impactful
Fun concept, captivating but needs a lot of balancing, you become overpowered quickly and enemies are not able to kill you at all. I don't get the purpose of upgrades that reduce spawn of enemies - better would be upgrade that make enemies stronger and increase their spawn rate.. I 100% your game but around 80% of upgrades can be bought after just last quick run at the end when you earn 100k of those shards. The beginning of the game was was really cool tho and I enjoyed it. Good job and the graphics look really polished.
Ty for your feedback, i would have loved to have more time to balance it, I will 100% balance it after the jam. I really like the suggestiongs you gave me, and on most of them i agree
Super cool game, if I found this as a kid on some online game site I would have played it for ages
Very very fun! My only complaint would be that you can become immensely overpowered very quickly, but at the same time demolishing everything in sight while being nigh untouchable is really fun as well. I am a little bit confused on the enemy spawn decrease skills though, they feel somewhat counter-intuitive since by end, or even early mid game obliterating every enemy you see rewards you with far more than avoiding them constantly does.
Damn, This was so much fun. I love shoot em up for these jams, especially like these, So I loved it quite a bit.
And it is really well polished, everything feels finished. Well mostly everything.
Waves I think could have more variety, more enemies, more stuff on the map, faster upgrades.
I do like the idea of every move in game costing time, that was a cool mechanic, but that does restrict the gameplay a bit, so faster upgrades could help - I think upgrades could do with a rebalancing.
Apart from that, the overall game is nice, the movement feels nice same with shooting. And the upgrades are great as well(just prefer to have them faster).
I also do love that you have a working save system, that is impressive.
Overall this was so much fun. great work!
Ty for your feedback! I really appreciate it!
A game where time is your hp is always cool! it’s also a sort of rouguelite-ish feel to it, having to unlock stuff and making your next run be better which is fun ^v^, the music and the artstlye complements each other as well and was a fun play!
spend like 30 min on your game and bought all the upgrades, I really liked it ! my only complaint would be on the balancing, i woud be great if the enemies would still be somewhat of menace mid and end game. maybe by upgrading their stats too each game or something. But I also appreciate the feeling of being overpowered so... yeah... idk. Could be also fun to make them spawn more and more of them to make the game more chaotic.
Fun game, played this for longer than I had expected. Really liked rounding a bunch of seekers together and killing them with a single pulse. The green upgrade branch definitely feels overpowered compared to the other branches (despite how satisfying it is!).
Wow great job m8!!!
Thank , can you try my game
Incredibly satistying gameplay loop, loved the audio and visuals too. Great job!
Super fun game! Very nodebuster-esque, and I could totally see this being a full game! I'd love to see more enemies and the game be difficult later game once the jam ends, and I'll be following this one!
A few small things if you do decide to update the game:
Still, these are all super small nitpicks, and this is still a great game overall!
Ty very much for the hints you suggested! I at least need to fix the audio loop, it was the last think i added and i had not much time to test it! Ty for you feedback!
This is a great game! The gameplay feels well polished and satisfying, the enemies are well tuned and have a good variety, plus the gameplay is balanced great! I love the extra bit of challenge added by combining your ammo and health bar, it makes you think before every shot in the early game. The enemies still feel like a threat while not forming too unbeatable of hoards, which feels great early game, and the sheer amount of upgrades you managed to put in game in just 4 days is impressive. I only wish that the hoards got bigger as you progressed through the game, maybe tie the amount spawned to your timer? It doesn't affect the enjoyment of the game, though, and is totally understandable considering the time restraint. Ultimately, I think this game is crazy fun, and I spent a lot of time playing it! Fantastic work :)
Ty for your feedback and for spending some time playing the game!
Very fun and polished. I kind of liked that you could reduce enemy spawns because it felt like a balance between stabilising how much time I was getting and trying to stay alive longer. It's cool that all of the art is made programmatically.
One of my favorite games of the jam. I love how it starts as a careful economic game, but by the end you become so OP that money means nothing to you and you can just spam all your abilities. My only complaint is that the tech tree that reduces enemy spawns seems bad to me? If anything, I wanted more enemies!
Overall great job!
You are right, thank you for playing my game!
Daam one of my fav game so far very enjoyable and satisfying . also like adding so much stuff in 4 days is crazy