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Chrono Swapper's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #1026 | 4.024 | 4.024 |
| Enjoyment | #1441 | 3.643 | 3.643 |
| Narrative | #4501 | 2.452 | 2.452 |
| Audio | #5053 | 2.667 | 2.667 |
| Artwork | #5953 | 2.738 | 2.738 |
Ranked from 42 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 this game you are given a special gun, that can swap objects. However after a 5 second count down they will return to where they once were. You must solve puzzles using this bizarre behavior
(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?
Limoka
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Comments
fun game, really liked the mechanics , would prefer a skip button from the dialogue since i prefer to trial and error but rlly nice like portal 2
Thanks for playing. I thought of adding that, but due to lack of time didn't
This is a great mechanic for a puzzle game! More than once I thought that a puzzle was bugged or an oversight but it turns out that the mechanic is just much more clever than I thought! Very interesting work: I really enjoyed it!
A simple mechanic, well executed in various puzzle, that's great ! The controls do fell a little clunky at times, but otherwise, good job congrats !
I liked Portal, so this was a pretty cool puzzle game! I think it would have been great if there was a little bit more of a story to go with it, but there's only so much time during a game jam after all. :) The SFX worked well thematically too!
Had fun streaming to you live! And if you love puzzles you will LOVE this game!
Played at 30:00ish @ https://twitch.tv/hedge_in Thought this game was really clever! Really good puzzle design!!
Hello from tim's stream. I love the puzzles. I felt like you were able to explore how the different gates and objects can interact. Very thematic as well. Good job!
I absolutely adore puzzle games which introduce a simple-looking core mechanic, and then explore all the consequences and interactions that branch out from that core mechanic. I think you've nailed that feeling!
I particularly like how some solutions rely on stacking the timers to be solved (or at least I hope that was the intended mechanic lol). You've done really well to explore the concept.
The way pushing and pulling objects work does feel odd, especially before I realised movement was working on a grid. I definitely think that could be better communicated or reworked (perhaps to a grab and release setup without grid restrictions), since its the only real negative in the core gameplay experience.
Great work!
Thanks for playing. Stacking timers is absolutely intended.
As for pushing and moving objects, this is an unfortunate oversight on my part. The game started with purely grid based movement, for both the player and boxes. Then as I was developing the game, I realized it doesn't really fit what I wanted, so I reworked player controller, but for some reason decided to keep cube logic as is, which leads to these issues.
I must've gotten so used to grid movement that I failed to see that moving objects was a pain. You can even see in my playthrough video, how I move almost as if I'm on a grid
Ah, that makes much sense. I figured there was a direction change in development, since it seemed like the cube movement was made with intent.
The game's still a blast regardless!
This game gave a serious enjoyment from solving each level!
It's not often I see a puzzle game executed so well! This is a clever concept with some great level design. Amazing work!