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CHAOS ENGINE 30XX: ORIGINS's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Modifier | #6 | 4.000 | 4.000 |
| Overall Good | #9 | 3.667 | 3.667 |
| Gameplay | #10 | 3.667 | 3.667 |
| Overall | #15 | 3.422 | 3.422 |
| Sound | #18 | 3.400 | 3.400 |
| Graphics | #20 | 3.600 | 3.600 |
| Overall Bad | #59 | 2.200 | 2.200 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
If you have implemented the modifier, how have you done so?
Use what you have on hand to build your ship, then just ship it off to combat!
Any additional information for voters?
Thanks for playing, and Happy 10 years of SBIG!
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Comments
Thank you for the windows build, I managed to beat the game! Always feels good to see a sequel to previous SBIG entries, and I can tell your vertical shooter skills have improved since last!
But man this frankly feels almost too GOOD to be so bad its good! The number and types of upgrades is cool, the quick turnaround on the time loop makes the game feel very quick and it feels great once you level up enough to one shot enemies.
The music and sound effects are on point, and almost sounded on-beat? Really well done!
I think for me it doesn't lean enough into the janky side for my personal tastes. Mind you, I prefer a game that's too good than a game that's too bad.
I sadly didn't find the secret mode😢 , but I feel happy knowing that you managed to add one!
Overall I thought this was a very fun entry, and I'm happy you've contributed to SBIG once again! Great job!
thx for windows build! I enjoyed shooting tihngs
No problem! Glad you had fun with it!
Awesome entry! I wasn't expecting a Chaos Engine Prequel(?) for SBIGJam 2026!
The upgrade paths in this are really fun! The time loop cycle really means that you can slowly progress over time, and having the build and combat phase at the same time means that you need to focus on the right build, but not spend too much time thinking about it!
I think there was a couple of balance things that could be improved. I don't think I was getting better for many of my runs because I wasn't getting additional slots, then suddenly I had a lot of slots! Other thing is that I don't think speed was that useful (as it felt like the acceleration was still quite slow, even at high speed stats).
The different weapons were great! Loved that by the end I could pretty much one-shot everyone (especially good because I went for the negative shield strat! 😂)
I got to the end, but I couldn't find the secret mode (I tried adding all my toilets and none of my weapons, but for some reason my weapons still worked? Not sure what happened there!) I might try come back post jam and try find the secret mode!
Well done!
Thanks for the awesome feedback as always! The RNG in this one had a pretty drastic effect on how each run went. I had some runs that just seemed to unlock stuff immediately, and others took forever. Getting a better weapon really starts things off. I wanted there to be more variation in the builds, but was only able to program 1 SECRET MODE before submission time. Still, had fun with this one, and got to mess with something that has more of a Meta-progression style of improvement. Once the voting ends, I'll spill the beans on the 1 mode I did get put in!
That was a pretty enjoyable game! Nice concept, very creative interpretation of the jam theme, and very well-executed!
Started off a bit seemingly directionless (didn’t encounter any enemies (and therefore no pickups) during my first couple of runs, just found myself blindly dodging debris in the void), but from my third run, when the enemies appeared and I could then dive into the gameplay loop of collecting upgrades and getting further and further, I found this to be a rather enjoyable experience - and eventually managed to reach the ending.
Only real issue here is that this game is “genuinely good” rather than “so bad it’s good”.
(also as a sidenote - I do appreciate how the game does offer some brief respite between the end of a timeloop and the start of the next one, instead of immediately returning to the start of the next loop with the timer already ticking)
Thanks for playing! Of all of the attempts I've made to make a vertical shooter, this one came the closest mechanically. Initially, I wanted this to be more of a Captain Forever style 360 degree overhead exploration style game, but I decided quickly to keep it simple. There was a more fleshed out idea for the crew mechanic, which is just a shell of what was intended.
SPOILER: There is ONE SPECIAL MODE hidden in this release. See if you can find out what combination causes it to work!
This is very cool. Addictive gameplay loop and great use of modifier. Great stuff.
Thanks for the feedback, and for playing!
The timed ship-building is a neat mechanic, cool integration of the theme into both the setting and a gameplay mechanic. I daresay the game is too good and insufficiently bad, though that’s not such a terrible fate.
I'll eventually work in some more "jank". This was a fun one to make, and thanks for the feedback! I tried to work the theme in both ways, so I'm glad that shined through!
This one was really fun, nice progression learning the patterns and building up my super OP ship (with no showers or toilets, do you want to get out of this time loop or not!?) The looping is a clever way to get more gameplay out of a limited amount of content, very arcadey. Really I couldn't find much "bad" in it, that might be down to my limited familiarity with the genre.
I had planned for a bit of a longer loop, I'm learning to keep my Jam games short, and not too difficult. I really liked the idea for this one! There was a more fleshed out mechanic with crew that had more "issues" that the toilets would have more of an affect. (There was also a plan to add secret combos too! SPOILER: There is ONE SPECIAL MODE in this current version!)
I loved janky shooters where you could build your ship back in the day, and this is a really nice throwback to those. The music goes great with it.
Mixed feelings about the module designs. It's hard to tell what they are at a glance, but I think that's kind of the point?
I do wish there was a clear objective and more consistent progression. I got the same "dodge things thrown at you" level three runs in a row, and that one feels especially bad because there seems to be no reward for beating it and no penalty for immediately crashing into one to reset the loop.
Oh! You were close to beating it then if you got that far. That section has a little randomness to it, but I only implemented what would be considered 2 "levels" due to time constraints. (missing those 2 days to the explosive lettuce really cost me on this one.) It's meant to be a loop, and until you have collected enough time by playing, you can't reach the end.
It's explained in the How To section, but no one ever reads those I guess.
I'll admit I did kind of skim it, but I don't recall anything saying how to break out of the loop, just how the loop mechanic worked.