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Chronocide's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1054 | 4.000 | 4.000 |
| Enjoyment | #1871 | 3.525 | 3.525 |
| Creativity | #2446 | 3.700 | 3.700 |
| Narrative | #4807 | 2.400 | 2.400 |
| Audio | #5286 | 2.625 | 2.625 |
Ranked from 40 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?
Time is life, life is time, every time you take a turn, so do enemies.
(Optional) Please credit all assets you've used
See description for full credits.
(Optional) What would you like to be called if GMTK features your game?
Pulp Games
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Comments
The art looks great and I enjoyed the gameplay to. More sound effects would have been good but still a pretty well made game. Good job.
Thanks for playing our game, I do want to let you know there's been reports of the web version having little to no sound effects/music for some, so if you ever felt like downloading the windows version I'd suggest trying it ! (although there's a chance you did get the intended experience in which case your comment is noted)
The mix of turn-based step movement with bullet hell obstacle dodging works shockingly well!
I'm so happy we pulled it off, glad you liked it !
On another note; is your username based on the fictional music group from that one anime (Charlotte I think) or is that a coincidence ?
589 moves! That was cool, visually pretty, and I liked the turn-based concept! I think a little in game info on what the abilities do / associated button would be nice
Congrats on beating our game and saving the timeline ! That suggestion is 100% fair and has been pointed out by a lot of comments, we'll do a few updates in the next couple days, to improve on that point mainly but also to add a few elements and polish points that we didn't have time to include the first time around.
very interesting mix of turn-based and real-time movement, though i didn’t catch it was turn-based for a bit. one change i’d recommend is putting the controls ingame - i didn’t register that there were abilities until i was prompted to lock one. good art too, and very clear telegraphing of actions
The controls should have been in, if not a tutorial, just an UI element with the WASD and spell inputs would have helped a lot of people have a much better time ! Unfortunately we ran out of time as our latest version was uploaded merely 10 minutes before the end of the Jam and we had already cut a lot out at that point D:
Very cool art! Also, I enjoyed dodging everything when I understood everything moved to the pace of my steps
Neat ! I'm really happy with how the core loop turned out, I got really surprised by how much fun I had playing it myself as soon as the first attacks were put in the game <3
I really like the art here, the 3d pixel art effect looks really good. The concept is cool too, it's a bit like crypt of the necrodancer. Good submission!
The gameplay was heavily inspired by Crypt of the Necrodancer as well as Void Stranger; glad the influence got noticed to some extent. Thanks for playing and taking the time to comment !
this looks incredible wow! Love the variety of obstacles
I didn't read the description so I was a little confused at first figuring out how to start the game, or what my abilities did.
A tutorial section would 100% improve the experience, that will come soon. Thanks for the kind words and taking part in this Jam !
I like it a lot. On theme, clear gameplay mechanics that balance time and caution.
It is unclear to me if you can actually fail though? I spammed forward a couple times and aside from having to navigate a hole or something it worked.
I do feel like the difficulty could be a bit higher, however if you haven't done so already I challenge you to beat the 4th and final stage, at that point the Chronocide gets much angrier as well as having your spells locked out, I still manage to fail at that stage :)
This was really well made and polished , I like the art so much , it's made really well , the final boss animation is good , and the idea in it self is unique, gatekeeping ability was good idea to add challenge ,this was well made, GG!
Thank you for taking the time to play our game and for the nice comment, we really tried for this Jam it was worth it :)
The animations on the actual Chronocide monster were so good! I was honestly amazed just watching it do its thing as I was playing the game. Past that the gameplay kept me engaged all the way through and it felt like I was able to get better and be rewarded for it!
He looks sick I admit :O
This was a lot of fun! I thought I was so clever when I realized I could move backwards, until I realized the countdown only advances when you go forward lol. I got with 15 of the 4th stage and lost. I also was really amused when the chronocide killed his own little guys. Not a good boss to work for. Great work!
The chronocide's a prick, he only cares about destroying time he has no respect for his employees :(
Yeah the progress bar at the top is how many tiles you have yet to progress forward to reach the boss (starting at 100 when the boss spawns), congrats on going so far ! The 4th stage is the last and hardest one, the boss throws spells or enemies at you for every move you make at that point on top of having all of your spells locked out :)
Really fun, with a cute atmosphere!
Thank youuuu!
really nice game altough i didnt understand what 2 of the abilities did.Overall really cool
That's completely fair, a tutorial will be one of the first additions post game-jam ! Thank you for playing our game <3
This is a brilliant twist on turn-based design! Linking the countdown timer with a "time moves when you move" mechanic creates a fantastic tension between rushing to beat the clock and slowing down to avoid enemy damage. The overall aesthetic and character designs, especially the Chronocide, give the game a lot of unique personality. For future polish, introducing the available spells earlier or highlighting them within an in-game tutorial would help players fully utilize their toolkit during gameplay rather than discovering them afterward. Excellent work putting this together!
A tutorial is next on our list, I really wish we had the time to do it for the jam :(
Really smart idea having the player want to go quick as they have a timer but if they go quick they are more likely to take damage which reduces their time, I would love to see more levels and enemies . Would've been good to know about the spells in game as after beating it I looked below and saw there was spells that could've helped me haha. loved the design of everything but the Chronocide particularly.
Very creative game, with some very pretty assets. Game is overall very intuitive to understand, although it would be nice if the spells were a little clearer without relying on the game page. The song is really pretty, and there's some very impressive piano playing, although it as the only instrument feels a touch hollow. This seems like a very talented team :)))
Great art, good concept, interesting gameplay. It's got a good base and is overall a good game.
Only complaints are that the laser beam attack lingers too long, and the difficulty is too low, but these have already been brought to light. Having all spells from the get-go and losing them on progression is unique in a good way, but it would be better if there was something else to obtain in place(like a passive), although it works fine even without.
Good job on the game.
Great art / animations and attention to detail. I had fun good work
Interesting gameplay! I thought it was fun to try and minimize the moves you are taking while avoiding the incoming damage. The sound effects and music are cool but I wish they were more chaotic or deadly sounding. Soothing piano is great haha, but with like a rock track or maybe some electronic music it would make the game feel way more intense! Great work though, I had fun playing :)
Nice game, really beautiful and with nice polish ! But I have some suggestions !
For the enemies artworks, I would have prefer if there was a stronger art direction, like we are fighting the god of time but also dodging some cartoon bombs ? Couldn't all enemies look like more like an attack of the god of time ?
For the gameplay, I personally think the game would be better by going either full on the speed and reflex dodges aspect or on the strategical and slow aspect.
For example, the spell cooldown should be a number of step instead of time because right now, you can just sit and wait for your spells to come back when you need them. Also the laser beam attack vfx last for like 2-3 seconds but hits only for one turn so its a bit confusing if you take multiple turn during the animation.
If you want to still mix the time and the strategic aspect, you could do something like Crypt of the Necrodancer.
Finally, maybe the biggest issue right now : the game difficulty is really too low. You can just spam forward and take everything to the face without a game over. I think a classical health system (X times hit before game over) would be more challenging and fun. Or you could make everything hits like 3 or 4 times harder.
All that said, you succeeded to make a game that feel this clean and finish in such a short time ! Good job you 3 !
Thank you for the suggestions, they will definitely be considered for the post jam update. I agree with you on every point, I think reducing the total health/time would somewhat fix the difficulty, make the spells more balanced as well as push the game towards a more action based gameplay which I personally prefer.
Regarding the art direction I 100% agree, unfortunately we had to settle with something more generic with the time and ideas we had !
Thanks for taking the time to play our game as well as writing all that, it is really appreciated !