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A jam submission

ChronoculusView game page

Trapped in a time loop with the Lord of Time himself? Good thing you have a trick up your sleeve.
Submitted by Podengo, Whispered Muse — 21 hours, 52 minutes before the deadline
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Chronoculus's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#3644.0004.000
Narrative#8163.4003.400
Creativity#9864.0004.000
Artwork#12463.8573.857
Audio#22173.1713.171

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game takes place in a time loop.

(Optional) Please credit all assets you've used
"Half Machine" and "Home" by HoliznaCC0, Licensed under a CC0 1.0 Universal License. https://freemusicarchive.org/music/holiznacc0/retro-gamer-soundtrack

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted

Really fun and addicting game. Love the aesthetic and the music is also very fitting. My only feedback would be to add a visual indicator for the shield and spell cooldowns, otherwise excellent job (:

Submitted

Really loved the experience, it was really fun and I loved the concept! Great work! Just wished for the enemy atacks to be easier to see (the clock time / number). It beeing at the same color of the rest of the game pallete and the enemy usually beeing at the middle of the arena, made it a bit hard to see

Submitted

this was a lot of fun!  I loved bashing the boss with the shield!

Submitted (1 edit)

Submitted

Amazing concept and really well executed. I felt like I could see the matrix by the end of it! Really well done game.

Submitted

the concept and strengthening/weakening mechanics are pretty brilliant. i think the premise of this game won me over very well, and I feel the theme of the jam reflected excellently here.

like always with shmups, I have very specific pain points that I feel could have made for a better experience.


ive played a lot of bullet hell games (DDP, Garegga, Ketsui, etc.) and i feel what you're expected to do simply isn't possible at first when I strongly believe it should be "doable, but pretty much impossibly tough".

this game should really have a much smaller hitbox and faster speed. bullets are also very fast and barely leave you any gaps which makes me feel that the intended solution is to shield / facetank your way through a lot of the patterns instead of dodge them.

the player's fire rate is very piddly and weak, and the upgrades felt lopsided in practice. I wanted to select the upgrades with "make me faster and fire more bullets, make the boss not fire the spread that kills me instantly" much more over "increase the time in which the horizontal lasers take a coffee break for 0.1% longer"

you can't bullet seal chronoculus's spreads which is a bit unfortunate. getting point-blanked by the boss with no time to react is frustrating.

Developer(+1)

Wow, thanks for taking the time to write out such detailed feedback! You do make some very good points, we were fully intending to have the boss be beatable without upgrades but in the rush of the jam we never fully tested to make sure that could happen. In the end, we weren't expecting anyone to actually be able to do it, so we didn't make it our focus. That being said, I do agree that in an ideal world the boss should always be beatable without dying.

I appreciate the feedback on feel and balance as well, definitely something to keep in mind if we decide to work on this again. I can definitely understand the frustrations you've brought up, there are certainly areas that could be improved with more tweaking. Improved movement, attack telegraphing, or a more complex boss AI would all help the game feel more fair, while still retaining the feeling of impossibility when first starting. We've learned a lot from this game and I appreciate everything you've added here.

Thanks for playing!

Submitted

Best game I've played this jam so far. It's a very rewarding gameplay loop of doing better in the boss to become stronger for next loop. I like the push and pull design of surviving longer to increase player strength, and dealing more damage to decrease the boss's difficulty. Great art reminiscent of 20 minutes till dawn, and the music is a great fit.

Developer

Thanks so much for the kind words, I'm glad you enjoyed! Thanks for playing!

Submitted(+1)

Lot's of fun! I love the ramping up and down of the music to queue the beginning and end of the loop. Nice touch!

Developer

Great to hear, thanks for playing our game!

Submitted

Had ton of fun defeating this guy, the variety of attacks that this boss has is actually impressive, the bossfight kinda reminded me of deltarune/undertale type of bossfights, also the progression system is real nice, overall great game!

Developer

Glad you enjoyed, thanks for playing our game!

Submitted

I really liked the feel of this one. I'm glad you don't waste any time between deaths and jump quickly from death to upgrade screen to restart, it makes it pretty painless. I really loved the color palette you went with and the art style of the boss and the player, if I could make a wishlist for what you might have done with more time, I'd have loved to see the UI elements designed in pixel art to match that style. I also think (again, in a perfect world where you'd had time to do it, lol) it would have helped with clarity and strategy for the upgrade options to have little pictures of the ability so you can visualize it, as - especially at first - in the chaos it's hard to tell which move is which number, and hard to remember while on the upgrade screen which of the bosses' abilities has been giving you the most difficulty. Anyways, you can tell I really enjoyed this because my brain is excitedly imagining how you could take this tidy, well executed concept and take it to the next level! 

Developer(+1)

Definitely agree with you on the UI, we didn't worry about it for the sake of simplicity and time but I agree that it would have added to the style if everything was pixel art. Including pictures by the upgrades is a great idea, unfortunately not one that came to mind while we were making it! If we ever work on this in the future it would be a great feature to add. I'm glad you enjoyed, thanks for playing!

Submitted

This is fantastic! I loved the idea of overcoming a seemingly unbeatable boss by getting stronger each loop! This game has really well thought-out mechanics, like how you learn what attack power each "hour" corresponds to - a perfect mix between skill progression and numerical progression. You guys did a seriously great job!

Developer(+1)

Thank you for the kind words! It's great to hear that tying the attack to an hour was an interesting and helpful mechanic. Thanks for playing!

Submitted

Good idea
The music seems to be broken, or is it intentional?
The boss is cool and difficult
I like it :D

Developer

The music is intended to slow down when dying, and speed back up after leaving the shop. Is that what you're referring to? If not, I'd be curious to hear how music is broken because we never encountered anything like that while testing!

Thanks for playing!

Submitted

No, that's not what I mean. 

Maybe it's just that my player has some issues?

Submitted

This was quite hard, but also an incredibly fun progression. Fantastic boss design too

Developer

I'm glad you enjoyed, thanks for playing our game!

That game was legit fun and addicting! At first it seemed impossible but little by little i could see beating Chronoculus was possible! 

Developer

I'm glad we were able to capture that feeling of beating the impossible! Congrats on finishing the game, thanks for playing!

(1 edit)

Having the time needed to beat chronoculus (sum of all attempts) on the end screen would be a nice addition :) 

Developer

Ahh, that would have been a great addition to the stats! We didn't think of it at the time, we had deaths in mind as the main score of the game. Maybe if we decide to work on the game post-jam!

Submitted

I honestly can't explain it. I died constantly, often frustratingly, and each time I did a little better, improved my character a bit, made the enemy worse, and honestly it just worked. In general I think these bullet hell games live and die by how they shoot, but honestly the real MVP here was the shield. I really really like how you allowed the player to use the shield offensively and also upgrade elements most games would never think to of like that brief moment of invincibility after getting hit. I also think visually the game is really really nice.

As for feedback, I think it would be better if the player had some more notification about which way the attacks are going to come from.

Overall, it was frustrating in a really satisfying way that made me stick it out even after I would normally bail. Defeating that giant boss was wonderful (also I really really love his design with his little clock eye).


Developer

Thanks for the feedback! I'm glad we were able to strike the balance between frustrating and motivating in the game loop, and that the feel of the shield worked for you! Definitely agree that providing more indicators on the upcoming attacks would have been a great bit of polish to add. Congrats on beating the game, and thanks for playing!

Submitted

Really interesting take on an incremental style game loop. Super clever to have both an upgrade track based around survival time and one based around damaging the enemy. It also took me a while to realize I could move up - something about the layout and certain art assets seem to suggest a sideview perspective. Maybe a couple of 3/4 view pillars or something would help to sell the effect. Either way, great job!

Developer

I appreciate the feedback! You're not the first to comment that they didn't realize that they couldn't move up, but I hadn't realized the perspective on the art style was the issue. I can definitely see how the game could be perceived as a side view now that you've pointed it out though! Thanks for playing!

Submitted

The gameplay loop had me continuously coming back for more. I lost track of how long i was playing for. really fun!

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Developer

Having lost track of time is a great compliment, I'm glad you enjoyed! Thanks for playing!

Submitted

Man, this was way too addicting! Pretty difficult and it somehow reminds me of Wings of Vi - great work!

Developer

I'm glad you enjoyed, thanks for playing our game!

Submitted

This is awesome! It's like the Radiance from Hollow Knight all over again but top down lol. I beat it with 33 deaths, 23 upgrades and 26 boss downgrades. The randomness of it was also really fun, and tying each move with an hour on a clock made it easier for me to remember what each attack was and informed by decisions when choosing downgrades. Love this!

Developer(+1)

To be compared with Hollow Knight is a high compliment! That's a great score too, thanks for playing!

Submitted

This is so hard, it's almost as bad as the bosses in Knight Witch. The intro story is hilarious, and the art is good too. Great job, especially for so little time!

Developer

I haven't heard of that game, I'll have to take a look! Thanks for playing!

Submitted

Hard but funny, I like it 

Developer

Thanks for playing!

Viewing comments 28 to 9 of 28 · Next page · Last page