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Project Chronos's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound Design | #292 | 2.083 | 2.083 |
| Art | #311 | 2.250 | 2.250 |
| Narrative design | #333 | 1.750 | 1.750 |
| Overall | #357 | 1.950 | 1.950 |
| Uniqueness/Creativity | #370 | 1.917 | 1.917 |
| Fun Factor | #376 | 1.750 | 1.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Agreement to Official Rules and Terms
I Agree
Team Size1
"Most Creative Usage of Anniversary Assets" Submission
Yes
Unity Affiliation
No
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Comments
You mentioned that you had to cut many things, could you tell me what idea or game mechanics you want to implement?
It's going to end up being a PvP battle arena. The basic objective will be to fight other players for items scattered throughout the map and eventually turn them in for points on the leaderboard. The randomly generated items can grant new abilities. Attacking players will make them drop their items and abilities. At about this point, I realized that I fell backwards into making a melee-based extraction shooter.
I then spent way too long learning UI Toolkit and the Multiplayer Building Blocks Unity just released about a week ago. I just barely got player authentication, Lobby/Relay sessions, Player Name tags, and Character Selection before the deadline.
This past week, during voting, I got the ability system working, which will allow characters to use random abilities attached to item pickups.
In the next week or so I'll get the item spawning and scoring systems up and running.
That sounds like a lot of work! Maybe when working on a multiplayer game for a game jam, you should have a base template ready. Then you could focus only on designing the mechanics instead of the whole networking thing. I know it's hard, but Unity 6 has good tools for that. Anyway, I'd like to play your game once you update it. Thanks for answering my inquiry! Cheers!
Multiplayer? Okay, I see you
There's not much to do with no one else in the game.
I'll revisit this later and hope there's someone to play with.
I'll postpone leaving a review until I can actually test the game.
Not sure what the point was, are there any weapons or things to interact with? I ran around, but couldn't figure out what to do. Well done on integrating the Unity services/lobby, that is a pain!
I would love it if you can play and review my game, cheers!
The browser version takes such a long while to load that I nearly gave up. I wasn't sure what I was meant to do once I got into the game and the cameras range didn't allow me much to explore my surroundings either to find out. It looks like a solid start for something and I hope you had a wonderful time during this jam in making it!