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A jam submission

Kronii, I Shrunk the Holos!View game page

A time-loop puzzle platformer! For HoloJam #7.
Submitted by cloudlime (@cloudlimey) — 29 minutes, 39 seconds before the deadline
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Kronii, I Shrunk the Holos!'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme#34.3824.382
Overall#44.2064.206
Innovation#54.3534.353
References / Humor#64.2654.265
Ambience#104.1184.118
Gameplay#113.9123.912

Ranked from 34 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 27 to 21 of 27 · Next page · Last page
Submitted(+1)

Fun and cute game play, the ending was cute as well. The puzzles were clever and even had a few red herrings. That or i managed to abuse the physsics lol. Still, a fun play! Got stuckocasnioaly and sometimes got a buttons mized up, but all in all not to bad and a nice short experince.


Going to have to doc points for the 'Eternal meme' however

Submitted(+1)

Love the art, it's so cute. The ending was sweet too, I like the writing.

The puzzles are interesting, but the wonky physics did keep me from enjoying the gameplay fully. I felt like the 10 second timer made it a bit too hard, but that could be because of the physics too. The biggest problem was the spike hitbox for me.

But other than this, it's a really enjoyable little puzzle game with really good visuals and catchy BGM!

Submitted(+1)

The art is really cute. I had minor issues jumping over stuff like the spikes or the switches. Kronii could jump a little higher to avoid touching them.

Submitted(+1)

Now this is a quality puzzle game. Only nitpick is the physics bug out sometimes (I got pushed under a floor by a key several times.) But the whole concept and execution is top notch. The 4th wall jokes were icing on the cake.

Submitted(+1)

This game is simply wonderful. The art is very cute. The dialogue is well written. The music and sfx choices mesh well with the art style and gameplay to create good ambience and a satisfying experience. The puzzles were tricky for me, so it was all the more satisfying to beat the whole game. I really enjoyed it! Great work!!

Developer(+1)

Thank you so much for your kind words!!

Submitted(+1)

Great game. Loved the smol versions of everyone. The writing was very on point and the ending was not something I was expecting. The puzzle design was very good. I think I cheesed one level but the rest I did the correct way. I encountered the bugs mentioned below but they thankfully weren't detrimental to the overall experience. I really liked the rewind effect and how it was used in the puzzles. Very satisfying once I wrapped my head around it.

Developer

I'm glad you enjoyed the game! My intention was to make the ending a pretty strong tonal shift, so I'm happy to hear it felt like that. Thank you for playing!!

Submitted (2 edits) (+1)

Very awesome concept, and fun game!

I want to give my thoughts on some of the small issues because I think there is a lot of potential here if some kinks are cleared out. 

First of all, there are a few physics bugs, I randomly clip into things a lot. I think most of these issues can be fixed by simply adding some code to push the player or other objects out of terrain/each other when they get inside them which happens fairly frequently. Also, the fact that the item you're holding has collision means a platform can go between the item and the player and you can "hang" off of it which should be easy enough to fix by just moving the collider down a bit. 

Besides that though I have some thoughts on each level individually:

Level 1: I believe the intended way to complete this level is to press the button, restart, the spring lands on the platform, and you take the spring. However you can just freeze the spring at the start of the level and bypass that entirely. You can fix this by making it impossible to use your time freeze thing at the start of the level.

Level 2: Not much comment, pretty straightforward, although personally I'd take away the ladder and force the player to jump off the key midair because I think it'd make it a bit more interesting.. Also I would appreciate it if the roof was a bit higher.

Level 3: This level was weird to me at first because of the fact that in this game all buttons are linked apparently and hitting one button causes the others to automatically open, which is never really explained and is very unintuitive. Also, while I understand why objects fall off when you climb ladders (although they should really fall to the side instead of staying on your head), the fact that they randomly come off when you are walking on top of a ladder is just annoying. Also the key ends up behind the door when you try to throw it there. 

Level 4: Again a level where I think you're supposed to use the button, freeze it, then restart, but this one like level 1 can be bypassed entirely by just freezing the key and grabbing it, moving it off the conveyer belt, freezing it again, and restarting, so now you have the key off the conveyer belt so you can just freeze the spring and go. 

Level 5: I think this level is pretty clever, the intended solution (letting the key go around one loop, then unfreezing the key and freezing the platform at the start of the next) is very cool. However I did it by freezing the key mid fall and waiting 2 loops at which point the platform pushes the key to on top of you and you can just unfreeze it and grab it. Personally I don't really think it makes sense that frozen in time objects can be pushed around or interacted with; the fact that a frozen key doesn't experience gravity but can be moved sideways by a platform is just ???, and same with the fact that for some reason you can press buttons when they are frozen in time. It would make more sense for the platform to get stuck on the frozen key, and only by unfreezing the key can things move it.

Level 6: I didn't really like this level because I feel like it is one that is conceptually simple (throw the bomb through the wall then freeze it so you can pick it up from the other side) but mechanically difficult, while puzzle platformers should really be the opposite. Running out of time when the door is open because you need to pick up the key that's fallen behind the door and is invisible is IMO not the way to make the level hard.

Level 7: Another level with a switch mechanic that can be bypassed by just freezing the bomb on the conveyer belt and grabbing it. But I liked the concept of this one a lot, where you want to put the bomb between the layers then reset and unfreeze it. I did have a weird bug though where the frozen bomb experienced gravity which did make the level easier but I don't think it's intended.

Overall though I really liked the game and the way the two main mechanics (stasis + time rewind) interacted with each other, I think it's awesome and I'd love to see a fully fledged game built around these mechanics. Great work!

Developer

Thank you for being so detailed in your feedback, this is great!! The levels were made basically last and in one sitting, so they had a decent amount of holes, and a lot of edge case bugs I wasn't aware of initially (the keys going behind doors, the frozen objects being moveaeble horizontally, etc.), but hey, that's what happens in a jam. The platform hanging with an object was left in intentionally, though. I think that one's funny. I'm glad you still enjoyed, and thank you for the encouragement!!

Viewing comments 27 to 21 of 27 · Next page · Last page