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I really like the premise of the game! The idea of an immortal Kronii reflecting on the past when everyone else has left is a very existential premise. 

The music also is consistently very excellent with each track being very different from the others and being a cool take on the remixes. I would like to hear some of these remixes on Youtube or somewhere like that if possible!

 I do think that the game does spread itself a little bit thin, as each of the minigames do not share mechanics with each other. I think that having Kronii as a thematic mechanic is a cool idea that ties the minigames together. However, I think that having a game consisting of minigames is a bit difficult in a game jam, as the split attention means that you have less time to tune, polish and test each game individually. One of the genres you chose is also an FPS, which can take a pretty big time investment. There are also quite a lot of things going on with the fishing game, so the minigames are not really very "mini" to begin with.

There are a few bugs/Design feedback bits I can report: 

1. On my screen, when playing the gameplay segments with Sana and Fauna, the gameplay was constrained to a small window on the top right of the screen. I believe this is a scaling issues with canvases being inconsistent. 

2. These was a bar with the words "test" on the screen when playing the Mumei video game. 

3. For the Mumei game, due to ammo being in short supply, I found myself running around most enemies. That could be an intentional game decision as the enemies are fairly easy to run around, and Kronii's time stop could come in handy. 

I think that there are some good conversations the game. Such as those involving the other members delaying things just a bit so Kronii could spend time with them a little longer. The main thing I would improve if I had more time would be presentation of these plot elements, as some of them just happen in the middle or in between gameplay with relatively little fanfare considering the importance of the conversation. Presentation (audio or visual) improvements can help these story beats hit a lot harder, as I think there is a good core message in there.

I feel like this is a very ambitious project, maybe a little bit high in scope. But I see the potential in the idea and premise. Combining or making some minigames share more mechanics could be a worth trade off in favor of adding more touches to the story. Or alternatively, focusing on just one member, would allow you to add in more presentation improvements to really make things shine.

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Thanks for the feedback - we've got a ton of tweaks and fixes that should be coming in a build today (I'm a little nervous about getting bonked in case it might be too much for the grace period but I think it should be fine).


Unfortunately the UI issue still eludes me - the web build even on my higher resolution monitor doesn't have this issue, but one of our team members also reported it. I assume you didn't mess with any window settings or anything - the games were just like that when they loaded? It's quite the strange bug, but I'm also not the best with Godot's UI features, hopefully I can find a solution.


I agree on the scope comment, this game put me out of my comfort zone, for sure. We had a pretty big team, so I wanted to lean into that and expand the size a bit to take advantage, but life got in the way for our team and I ended up having to take on most of the implementation while trying to lead everything, so the final product ended up a little scuffed.


At the end of the day, I think this turned into a showcase of the rest of our team's skills, rather than using my own programming prowess to try to weave things in better, but they absolutely knocked it out of the park, so I'm fine with that. Thanks again for checking it out!