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Chrono-Prison's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music/Sound | #7 | 3.545 | 3.545 |
Theme/Limitation | #8 | 3.636 | 3.636 |
Overall | #10 | 3.418 | 3.418 |
Fun/Design | #11 | 3.318 | 3.318 |
Graphics/Animation | #13 | 3.545 | 3.545 |
Technical Implementation | #14 | 3.045 | 3.045 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Size
Pair (2)
What main engine/tool/language did you use to construct the game?
Unity
How does your game apply the optional theme "break"?
The player breaks the flow of time to navigate the prison. The theme is also shown by the act of breaking out
Which art and audio did you / your team NOT create from scratch?
The font used is KenPixel Mini by www.kenney.nl
UI sound effects are by Noah Kuehne
Which art & audio did you / your team create BEFORE the jam started?
None, everything was made during the jam
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Comments
I've never been good at puzzle games, but this one was a treat for my caveman brain!
While I wish that some mechanics were explained a bit more and that the 'break' theme had more of a focus, I think you two did a great job creating so many mechanics and levels in such a short time.
Great work!
Thanks!
Ummm... what am I supposed to do in level 4? I tossed the turtle to the buttons and even stepped on it but nothing happened.
Anyways, good jailbreak game. I can see where the break theme is.
The buttons give you a key effect while its stepped on which can then be used to go through a cage.
What a fun and challenging game! I included it in my Palette Jam 2 compilation video series, if you’d like to take a look. :)
This is a super cool take on the concept of "breaking." You're making good use of the palette - the player and the other relevant objects stand out well from the background, and the dark blue colours really sell the idea of the prison too. Doesn't seem like a very nice place at all!
I liked the puzzles overall, and you're playing around with the central mechanics in interesting ways. Some mechanics aren't super intuitive, but I think that's fair for a puzzle game, and the tutorial does help. A few levels took some trial-and-error, but in hindsight the solutions always made sense.
I did find the game a little hard to control at times. I had some trouble aiming my jumps, with the character often slipping off ledges or not quite making it over walls, and I occasionally dropped turtles on my own head and got stuck under them. The game is mostly a puzzle platformer, so it wasn't a huge problem, but perhaps the physics could be toned down a little.
All in all, good job! This was a neat experience.
Thanks for the feedback! Yeah I definitely didn't balance the movement very well and focused on it a bit too much for certain obstacle placements.
The puzzle mechanics are nice, although I had to find the solutions more by accident then by understanding what to do. I didn't manage to solve all levels. Also the jumping could be kind of slower. It's a bit to "aggressive".
I really liked the graphics of your game. Also the music is pretty cool. Sadly, somewhere in level 4 or 5 an error occured. A turtle clipped through the ground and at the same moment, the music died and I had no more sound.
Yeah the music cutting out is a bug that I unfortunately didn't find in my playtesting.
Also definitely could have explained some of the mechanics in the game better and adjusted movement to be more balanced. Thanks for the feedback!
stuck on level 5, both keys dissappear at once?
aside from that the aesthetic and audio are great, neat idea but could use some work
Yep, both keys disappearing is the main puzzle aspect of that level. There's a way to use the objects provided to get one key with the other one still being there.
Cute small-scale puzzle platformer with clean presentation and a nice sense of context.
PROS:
CRITIQUES:
Yeah level 4 isn't really clear on the button mechanics. It acts like you have a key when its pushed down by something.
Tutorials are definitely a bit lacking and something I would try to improve upon in future games.
Yep turtles may not have been the best choice, probably could have thrown some spikes on there to make them more threatening
It's pretty interesting. I like the premise of the game and the way the monochromatic terrain makes all the objects of interest stand out.
The movement is a bit frustrating sometimes. The slow horizontal acceleration is such that I have to peck the buttons rather fast when I'm near spikes to get next to them and for some reason it feels like it's more effort than it should be to just stand next to the spikes without gliding onto them. And the instant vertical acceleration and gravity speed make it so the time window to successfully jump up through a narrow ceiling gap to a new level is short. I feel like the most interesting part of the game is learning what items to use in what order in order to solve each puzzle and concentrating on the run'n'jump aspect feels like a distraction as a result.
I had to stop on level 4 because I couldn't figure out what the purple button-like things on the right are. I broke the vial to cross over and jump around near them myself and then I tried again and carried the turtle over and threw it at them and got munched instantly. Already I can't think of anything else to do on that level.
Also while I was writing this, the turtle's pacing brought it off the spikes over to the buttons on his own and the music cut out and won't start again.
But overall, good job. Thanks for making this.
Yeah I'm not too happy with how level 4 turned out, if I could go back and change it I would probably introduce the buttons in another level without spikes first just to get people used to the mechanics.
Thanks for the feedback on the movement mechanics, definitely would change the amount that the player moves to be more balanced for future games or at least shift focus more towards the puzzle aspect instead of trying to go 50 50 and getting something less great than focusing more on one.
Nice Game ! Smart take on the theme.
Few feedbacks:
The contoller mapping felt counter intuitive I kept pressing South to jump and west to grap (which are kinda standard jump and action buttons) so I ended up restarting levels instead of grabing stuff ^^.
The repeated jump when you keep the jump pressed felt a bit weird. maybe make it so you have to release the button before you jump again.
I got stuck on level 4 because I expected a key to drop when pressing the buttons instead of the buttons actually being the key. (plus you're not reusing this mechanism in the next levels, it's too bad, it could have lead to interesting puzzles)
Encountered a few minor collision bugs (mostly near breakable doors) but nothing game breaking.
Also for some reason the sounds & music stoped after a while (don't know what triggered it though)
Apart from that, The puzzles are pretty clever and just hard enought to make you scratch your head a bit without being too frustrating. kuddos on that.
Good work. I had fun playing. :)
Thanks! Yeah I put in the controller controls last minute so didn't really look at the standard mappings. I probably could have clarified the buttons better too as well as used them more.
Ill test out the jump suggestions on the next game I make as well as figure out what went wrong with the audio handler (although its weird that the bug didn't happen during my playtesting)
I liked the design!
The art is great and the concept is very smart. I got a little frustrated with the controllers, tho. The puzzles are a little difficult, and sometimes I got stuck longer due to control.
Overall, it's an impressive job for a game jam! Congratulations!
Thanks! Yeah I just went off of the celeste-style controls but I could probably throw in another control scheme for people not used to it for future games
Hey, you're doing some clever design things with a cool palette and art, but the character controller does not feel great imo, which dampens the mood on this otherwise clever game.
What about the character controller feels off to you?
I think it's mostly the speed and jump strength vs the size of the levels. I feel like every move propels me too much for how much space there is to move around in. It's probably something you get used to over time, but it felt like I was using the borders of the levels to compensate for how fast I moved around.
Alright, ill note that and test out some slower speeds in future games. Thanks for the feedback!
I really liked the design! And the concept is good too, i really enjoy puzzle games.
I think the jump is a bit clunky and the music slowing when dying is a good touch but after your 20th death it became a little annoying atleast for me, but that doesn't make the game bad at all! I still really enjoyed playing it
Thanks for the feedback! I was trying out something new with the pitch shifting, definitely will try to tweak it if I use it again in future games. What about the jump feels clunky to you just so I can pinpoint how to improve it
About the jump, since it's a puzzle game it is not really a problem, but i personally like more control over my movement when jumping
So something like a variable jump height? I added a bit of one but yeah it could probably use more difference between tapping and holding