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Chronos Havoc's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1499 | 3.625 | 3.625 |
| Audio | #4954 | 2.688 | 2.688 |
| Creativity | #6099 | 2.938 | 2.938 |
| Narrative | #8183 | 1.812 | 1.812 |
| Artwork | #8542 | 2.125 | 2.125 |
Ranked from 16 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?
Your health is a timer counting down
(Optional) Please credit all assets you've used
See description for credits
(Optional) What would you like to be called if GMTK features your game?
Blueberator
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Comments
It took me a few tries to understand what to do, or why i was dying, I wasnt able to get that far on my first few tries. Had to mute the music because it was distracting me. Overall is a fun game but is missing a little direction. The sfx are very fitting!
I was addicted like crazy, I maxed every stat out, only issue is after that you feel like an unstoppable god that never loses, the sfx add to the satisfaction. I agree with the others saying music gets kinda repetitive
great mechanic, but the introduction was very hard to get into. a tutorial or a very easy mode in the beginning would benefit this very much. the music was a bit much. but I recommend going deeper in this mechanic! great job !
Yes i totally agree next time i should make a tutorial! Thanks for playing.
Woohoo! This game is my personal favorite now! With all upgrades I felt really powerful destroying all enemies on my way! I finished the game I would love to see more upgrades and more enemy types but this is a great demo :D
the tree of the upgrades was unnecessary it could be just a list and prices where controlling the order in which you buy them, but it's just a minor issue.
Thank you so much for your feedback!
Really fun! Took me a few runs to realize the dark parts weren't walls, and I kept wondering why the enemies could just walk over them lol. Once that clicked and the upgrades started stacking, it got really satisfying!
There's something to be said about games that deliberately choose to avoid complex art and go into the abstract representation. I am a fan of leaning into putting your time and efforts into the gameplay. The gameplay is fine, the tree looks like it could be promising once further developed, and the general feel of the game is satisfying. I would love to see this developed further, so let me give you some feedback of things that I ran into:
1. The way you have the start of the game set up can be improved. Your best aim is to kill the green things, so I'd say they would be the entry enemy to chase and kill. You should make it more abundant so you don't die at the start without having made any money. Ofcourse this would make it so that you acquire money a bit easier at the start, so you'd have to increase the prices a bit. This is general game balancing and usually out of scope for a Jam, so it's understandable this isn't perfect right now, but I hope you will put time into this
2. When firing your laser you seem to have to be pretty accurate. This provides a nice and fun challenge to younger, more capable individuals, as they will have less of a problem with it. To cater to a slightly older, and less-capable audience it's usually a good thing to make the collider box of an enemy sightly bigger than it's model, so that very-close misses would actually be counted as a hit. This way you take into account the decreased capacity to react of parts of your audience.
3. Progression isn't saved. It's easy to add a small package that can keep track of save states for you. If you use unity I can recommend "Easy Save - The Complete Save Game & Data Serializer System" as it's very easy-entry.
4. Your music is an irregular pattern of notes. If this is all you hear it becomes annoying quick. Add some stable, rhythmic percussion that the listener can "ride" on while enjoying the melody.
5. Even though you have the countdown big in the screen, for some reason I didn't understand why I was dying some times at the start because I was so focussed on evading the enemies. This is a good problem to have! Apparently I felt so immersed that even that big countdown slipped by me being so focussed on other parts of your game. I'd propose you add the reason of death to your death-screen.
6. Some nice fading transitions betweens screens would go a long way.
7. After playing for about 15 mins I encountered a bug where I heard the dying sound, but I still had 3.01 on the timer (Maybe I ran out of health? It was after touching an enemy). The game really slowed down, but the death screen didn't appear, which basically bricked my game and I couldn't get out of state state. There is no ESC-menu or something I can do to end the current run, so I had to refresh and then I lost all my progress.
Great job on your game dude. Really enjoyed it!
Thank you really from the bottom of my heart for taking your time to write such a detailed response.
Originally my idea was to make the enemies unlockable by a skill tree but i scrapped it up for some reason, maybe for the better. As you said i did not have enough or to be exact i did not dedicate enough time to the balancing and looking back to it now i really regret it.
Regarding the music, i do not have any experience making it but i also decided to give it a try and made one myself, so of course it was horrendous and also i created a bug last minute before submitting that reset the music after death which was in order to fix another issue. Due to that i also removed a great clock ticking sound when running out of time. Most people probably did not notice but i have a toggle music button in the top right screen of the upgrade tree.
Unfortunately i was not able to pin point the cause of the softlock before the jam (at that point i hadn't even experienced it both in the editor and in the web). It is really sad that so many people would have kept playing and enjoying the game but instead it leaves them frustrated.
Number 2. and 3. 5. and 6. are definitely great things to add and thank you for your suggestions.
And again thank you so much for taking your time to write suggestions and improvements! I might continue this game, probably make it a mobile game or try to put it up in a website like crazy games or poki.
oh no dude don't regret anything. Even mistakes wwill eventually give you thee conviction to change something and be more confident about how things turn out.
Add me on discord (peppa.chan). Next Jam or game you'll make I would love to playtest it and help you brainstorm/consider the things that would improve the playability with you. I'll help you with the music too.
Great job, great submission.
A fun game, with a simple concept that is easy to pick up. The art is simple but effective, and the sound effects are great. The music became annoying very quickly, but apart from that the game was very fun.
My run was cut short when I died but was not shown the death screen, effectively soft locking me. I would have kept playing had that not happened.
A fun game, with a simple concept that is easy to pick up. The art is simple but effective, and the sound effects are great. The music became annoying very quickly, but apart from that the game was very fun.
My run was cut short when I died but was not shown the death screen, effectively soft locking me. I would have kept playing had that not happened.
Thank you so much for the feedback, unfortunately regarding the softlocking i could not fix it in time. I also noticed that the music was annoying and was resetting after each run (initially i had a clock ticking but that was bugged and removed it last minute).
Great game! Was kind of frustrated by how easily I was dying at the start, but then it picked up quite a bit once i got my first upgrades and got really fun! The one thing I noticed was that the autoaim could kind of mess with the camera and it got a jarring to look at because it kept flicking around the screen.
This was great! It starts a bit slow, but it became very satisfying. I did get softlocked at one point, though. I died, but the "you died" screen never appeared. Besides that, I had a lot of fun!
Thanks for your feedback, really unfortunate that i could not fix the issue before the jam!
Really fun concept! I think it takes quite a bit to get to the "fun" part, because for the first 10ish attempts you die really quickly, which can be a bit frustrating. Having to click for every shot also led to some wrist strain for me after a bit. Choosing upgrades is fun though and I think the overall game design is quite strong!
Thank you for your feedback! I have added an upgrade for automatic shooting but its a bit late game. i guess i should have made it cheaper.
when I unlocked it I was very thankful, but also did wish I had it from the start !
Cool game! Took a bit to figure out how it worked, but I found myself playing longer than I expected. Nice work!