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A jam submission

ChronoleaperView game page

Dungeon Crawler with RPG Turn-based combat. Leap across time, fight your way through, and break the time loop.
Submitted by KillerzScrubbie, Clair de Lou, meangpu — 51 minutes, 30 seconds before the deadline
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Chronoleaper's itch.io page

Results

CriteriaRankScore*Raw Score
Theme - How well does it incorporate the theme?#34.5144.514
Overall#153.8973.897
Gameplay - How fun is it to play?#323.6223.622
Graphics - Is the game aesthetically pleasing?#374.0274.027
Audio - Does the game have nice sfx and music?#443.5953.595
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#493.7303.730

Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 20 to 1 of 27 · Previous page · First page
Submitted(+1)

We love the fact that you show the duality theme from very start screen, so there's no doubt about how you've applied the theme. We think you did this really well, it's like having a constant hidden wall puzzle from the dungeon crawler classics of old.

Chests are missing faces on the inside of them so you can see the wall through them when they're open.

The inventory screen and overall UI is very clean and well laid out, with an excellent font choice. You've also carried it through to the itch.io page, which we appreciate from a theming perspective. It's great to have a choice of Field of View and even better to have volume sliders. However, you used a different font on the "Flip Lever" text, that's a shame:

The music is very nice and not too intrusive. The sound effects are good too, especially for switching duality.

The pre-rendered combat screen is lovely to look at (thanks mid-journey).

Vertically with stairs was nice, showing it's not just a flat 2D world.

Combat gets interesting when you have to chose how to spend your MP with the combinations of weapons you have and the enemies you have to take down.

Nice graphics on the enemies, UI and environment textures, although it did show that they all came from different asset packs. Even so, you've combined them really well to make it all seem fairly cohesive.

Were we supposed to be able to get outside?

We would actually consider buying and playing this game with a bit more content added to it (and consistent use of fonts!). Well done team!

Developer(+1)

Thank you.  You are not supposed to go outside at all. It was my bad making the level, lol. About the font, I did notice that it was a different font but my friend did the tooltip part, so I have to wait for him to come back from his vacation in a few days.

We plan to push a bug fix and balancing patch after the ratings. More content is on the way for sure, just need a little more time to design good puzzle rooms and mechanics.

Submitted(+1)

Great entry! Looks great, controls nicely, excellent use of the theme. It got a little tedious at times, but nothing that can't be forgiven considering it was a 7 day game. Well done!

Developer(+1)

Thank you for checking us out. I do admit that whether or not you can teleport can get tedious down the line. One person suggested a QOL which I will be implementing soon alongside more signs when to teleport.

Submitted(+1)

This is the first game that got my computer to run hot and turn on the fans, so well done with that :).  Fantastic use of theme. I really like how different the worlds felt and the puzzles were good. I didn't like how slow the combat was though, killing the Skeleton took a very, very long time.

Developer

Thank you, ahaha. First time someone mentions their PC heating up. The next patch will make combat a lot faster and more challenging. Is it just the combat taking so many turns to kill a skeleton or is it the wait time that is long?

Submitted

Yeah, my PC heating up issue is probably my fault. I played on a Mac with Windows inside of Parallels while simultaneously streaming Twitch via Airplay (wireless video) to my TV. It was a bit much for the poor laptop to handle!

The wait time was long and the skeleton took almost 20 turns (I was doing 2 damage per turn, but it healed 1 per turn). I had found a better weapon but I guess it wasn't equipped for that fight because I killed the skeleton using shield bashes, my only legal move.

Developer

The shield was there just to prevent people not having any equipped items get softlocked. It needs to be bad by design unfortunately. I will make sure to put tutorials on equipping items like your game did.

Submitted

Yeah, equipping is such a common thing in games after one play through it was clear I needed to do it. I figured the shield bash was a soft lock avoiding mechanism.

Submitted(+1)

Nice game, love the twin dimensions and the way it feeds into the puzzle aspect of the game. Worked okay on Linux using Wine, couldn't play it for long as the (very nice) graphics rendering was melting my low-end CPU/GPU (obviously running  via Wine doesn't help with that). Good job.

Developer(+1)

Thank you for checking the game out. I have never tried Linux build before on Unity nor have a Linux machine. I will see in the future if we can get the builds for other platforms.

Submitted(+1)

Nice double world mazes/puzzles, it felt natural to switch between two worlds to navigate it. Battle is interesting with these many choices you can find a way to defeat any enemies without loosing any health in the end. I felt like I wanted to use potions outside of the battle though.

There were quite a bit of places where you switch to another world and fall out to the outside of the level, making it hard to return back to the place you were. I also found audio unengaging, it feels like it needs a bit of improvement in that area.

Developer

Thank you for your feedback. The jam version is a cakewalk at the moment. You can indeed use some potions while not in combat.

Which audio do you find unengaging? Is it the SFX or the main theme?

Submitted

SFX felt like it needs some refinement to better signify what's happening (enemy healing SFX is strange for example) and music is a bit too quiet in the battle, it feels disconnected with a game, as SFX overpower it quite easily. Main theme (in world) and world switching SFX are good in my opinion.

So probably a bit of volume tuning + adding some oomph to battle sounds will do the trick.

Developer

Gotcha, thank you for the feedback.

Submitted (1 edit) (+1)

Nice control! Good choice with changing world. We made it similar:)

Developer(+1)

Thank you. I have yet to try your game too. Would love to see how many rats I can kill. :D

Submitted(+1)

I was impressed by how you managed to get such good-looking, coherent character art. The combat system was interesting, although it ended up being a bit too much on the easy side since I was able to build up my armor in easy encounters and have them transfer over to later ones. Later in the game it could get a bit tedious to try to figure out where I could swap; maybe some sort of UI indicator that indicated which tiles were swappable would help with that?

Developer

Thank you, but as it had been said, all character arts were made using AI so we cannot take any credit for that. As for combat, it is clear that we did not balance at all. Building up armor between combats is a bug that has already been patched for the post-jam update. As for your suggestion, it is a really good idea as I have been thinking about that as well. Should make the game less of a spacebar spam-fest.

Submitted(+1)

All the stars.

This was a very pretty game.

I figured out one of the navigation puzzles and got my trusty shiv.

Then I was stuck, and I provide myself only enough time to get a vertical slice before rating.

Well done.

Developer

Thank you. Some puzzles can be a little tedious going back and forth between dimensions. I just rewatched your stream and it seems like you are struggling with the first room. I will see if I can make the path a little more obvious.

You are welcome to try our game again after the ratings since you have not had a taste of the combat yet. :)

Submitted (1 edit) (+1)

The duality in this ones off the chain.
Dual timelines AND Dual weapon functions.
Though yes, I was stuck for a while since there's no tell of Space Bar in the txt.

Developer(+1)

Thank you. If I had time, I would have put the tutorial in the game. I did put controls on the game page instead but I suppose not everyone is going to read it.

Submitted(+1)

Yeah, that's where I eventually found them.
I was like, I know Jams can be tight, but there's no way this ends with me stuck in a small room. XD

Developer

Sorry, lol. Well, I guess you got out of the first room quickly when you know how to teleport, I assume.

Submitted (2 edits) (+1)

Yeah.  Though I think I got that glitched out of the environment thing about 15 mins in.
I was running around for a while trying to figure out what to do.  I thought I had to climb some stairs and then phase between.
That could be a cool idea if you continue on the game.  A flight of stairs that you need to alternate to climb.

Developer(+1)

A patch of massive bug fixes and balancing will arrive after the ratings. I'm pretty sure there are a few rooms where you need to do that. But indeed, there is a massive area where you can just teleport OOB.

Submitted(+1)

Really nice dimension swapping mechanic. I liked the art on the robot dog too.

Developer

Thank you, although we cannot take full credit for our artwork since they are AI generated.

Submitted(+1)

Cool concept, but i've had glitched outside the dungeon on my first try and accidentally completed the game lol. Had a lot fun of playing it and i've been pretty confused at the very first room and was just randomly jumping.

Developer

Yea, I had no time to make a simple popup message “Press Spacebar to time leap”. I introduced with a simple teleporting puzzle that people wouldn’t take too much time to figure it out without a tutorial. Once you understand the concept, the first room should be easy. But it is just how long each people click on the puzzle, haha. We are already aware of the OOB spots and have already patched them.

You are always welcome to try the patched version after the ratings! :)

Submitted(+1)

This is a magnificient game with a nice gameplay of fighting and exploration and puzzle.

I liked the idea of switching between past and future to get forward and get loot and defeat all enemies. It was a magnificient experience.


I however won in a pretty much unexpected way haha ^^"

Actually, the game has a problem of OOB (out of bound), at some spots, it's possible to actually escape the play ground. 

I found one early in the game next to a chest and fortunately found my way back in fast enough when I understood it was not an outdoor part of the dungeon but just me who escaped.

However, later in the dungeon next to the chest in which we find the EarthPotion that increase max health, I met another one but this time, while tried to find again a way in, I collided a white wall placed out of the bound which triggered the victory...

A pity this shortened the experience because I really did enjoyed this game, if you plan to keep working on it, let me be your betatester as I won't mind helping you chasing these unfortunate way out as I only had the reflex to screenshot the spot of my first escape once I managed to get back in.

Developer(+1)

Glad you really enjoyed it. All OOB tiles have been patched out since the second day of ratings. It will arrive for you to play along with some balancing after the ratings sadly. I am down to have an extra lab rat, just hit me up on discord! :)

Submitted(+1)

I see, in that case, see you on discord! :D

Submitted(+1)

Good work across the board! The combat could sometimes feel a little slow, and it wasn't always easy to figure out what the enemies were doing, but the variety of different options from the equipment made thigs interesting - and of course the core of dimension-hopping puzzles was solid.

Hope it was fun to make!

Developer

Thank you. I had a plan to show what enemies would do before their turn but I made the combat work just 2 days before the deadline. Many people mentioned combats being a drag, so I’ll improve on that. The game was really enjoyable to make and I plan to update it if you are interested. :)

Submitted(+1)

Nice game, I really like the graphics, this is awsome ! Nice work!

Developer

Thank you. Good to hear you like the game. :D

Submitted(+1)

My experience with the game was hilarious. I won very fast (I think I left the dungeon in the corner of the room where I pressed the second lever or so), then I restarted and as a result I had to deal with each encounter twice, and I went on that way. I'm glad I restarted, the game was longer than I expected after reaching the ending so early, I didn't think I bypassed such a large part of the game. The game is meaty especially considering the combat is not trivial.

The game is very good since both the combat and non-combat parts are.

Movement feels good, the dungeon makes good use of the realm switching mechanics which makes good use of the theme, and you even have verticality there, great dungeon.

The combat system is very good too, each weapon is different and it's cool that you can benefit from different weapons depending on whether you found the strength bonuses or not. Yet I can't help but thinking the combat part is slightly worse than it could be. First it's slower than it should be, the turn of the enemies is a bit long and you can't even act immediately after they end their turn, or at least it's how I felt. Secondly I guess it's super easy after you find basically whatever weapon, with such a cool system a couple of hard encounters would have been fun.

Very solid game, good job.

Developer(+1)

Thank you. We are glad that you like the game. You are not really missing out much since from the area I messed up the path is just purely combats due to the deadline closing in on me. In my design, I thought having a slight delay for the enemies make the players process what happened during the enemies' turn, I will have a look where I can make the delay slightly shorter. For the weapons, I did not balance them at all. I tried to balance between weapons not how they feel gameplay-wise but the nerfs are on their way if you want to check our game after the jam! I promise it won't be a cakewalk this time.

Submitted(+1)

Really nice visuals and interpretation of the theme! A very strong entry!

Developer

Thank you!

Submitted(+1)

It's really cool idea. It's hard to finish such project in 7 days,  I hope you'll continue. 

Developer

It’s on the way for sure. :)

Submitted(+1)

I had fun with your mind-melting level design! The game was really fun and incorporated the theme nicely. I managed to transition myself into the void somehow, then I walked over to the white cube, and I won the game. I’ll count that as a victory! :D

I thought the combat was fun, and adding a FOV slider was a nice touch.

Developer

This is what making the whole level in the last 9 hours does haha. I missed a good portion of area that prevents you going outside.

Glad you enjoy our game. You can try again after the rating as we plan to have more challenging puzzle and combats. I had very little amount of time to design the level so the first few rooms will be filled with actually good puzzles but less on the end.

Submitted(+1)

Absolutely gorgeous game with beautiful aesthetic! The music captures the mood well too!

Unfortunately, the game seems a little bit buggy with teleporting but I’d love to see an updated version!

Great work!

Developer

Thank you so much. The updated version will be here after the rating ends, that's for sure. Bug fixes and some slight balancing items and enemies. In the future, I will add the "cut content" that did not make it in time for the jam.  Hope to see you try our game then. :)

Submitted(+1)

I think this game deserves to be on the top just for the music and aesthetic alone, the only problem is that we somehow leaped through the map at some point and got stuck outside of the level. The fights also seemed to drag a bit.

Love the music, the theme and the overall feel to it! 

Developer

Thank you for your feedback. I am aware that I had not checked every tile if it will teleport you outside the map because I did the map in the last 9 hours (whoops). For the fights, I just mashed in random numbers which I have not fully playtested in the jam period to see how it actually feels.

For the art, we tried our best with what Midjourney has for us as we do not have an artist on our team, glad you love it. :)

Submitted

Yeah I feel you, we had a bug with transitioning from scene 1 to 2 so we had to re-do the map design in the last 2 hours before submission lol

Developer(+1)

Bold move doing something so risky in the last few hours, I like it.

Viewing comments 20 to 1 of 27 · Previous page · First page