Really strong entry, great job with inventory and puzzles! I ran into some bugs but as i can see they are already fixed, would love to play updated version after jam (:
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Chronoleaper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme - How well does it incorporate the theme? | #3 | 4.514 | 4.514 |
Overall | #15 | 3.897 | 3.897 |
Gameplay - How fun is it to play? | #32 | 3.622 | 3.622 |
Graphics - Is the game aesthetically pleasing? | #37 | 4.027 | 4.027 |
Audio - Does the game have nice sfx and music? | #44 | 3.595 | 3.595 |
Completeness - Is it an unfinished tech-demo, prototype or a complete game? | #49 | 3.730 | 3.730 |
Ranked from 37 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I See we got similar idea when it comes to theme;) I really like that alternating reality is used to opening a paths (I regret i didn't came up with this myself:D). Game looks very nice, the movement feeling is also good.I only wish If you could update the fight to make it more fun. Overall good and fun entry!
Hey, I checked your game :D
- lovely, classical screenshots from the game is what got my attention initially
- great title screen and music, very atmospheric and loved the transition between the two realities :) nice job!
- superb field-of-view and movement, can't be better.. Smooth and quick movement, makes movement an enjoying experience!
- it would be great if we had some introduction of what this is all about to improve the experience and motivation..
- I got stuck in the room, after the stairs? then I learned I had to hit 'Space' :D
- nice and complete combat mechanics but I feel that it could be worked more to end up faster, but that's nitpicking :)
- loved the concept of changing the realities and opening up new content, these polished graphics definitely increase the immersion!
Overall, great and polished work for sure, nice job :)
Thank you for the comments. Many people mentioned that combat should be faster, which I have already tried to fix in the post rating patch. For the story, I will try my best since I am a terrible storyteller, but I don’t think the story will arrive in this patch as the broken main mechanics have to be fixed first.
I really enjoyed the combat system, and overall the game. I kept getting stuck in the in between, and by that I just mean the outside of the main map area, so I wasn't able to actually finish the game. I really like it though and would like to see more of it.
Hey! really fun game and very high res and good looking visuals! i loved the game mechanics and the movement felt snappy and satisfying. i wasnt able to reach the end sadly since i clipped out of bounds while transferring between worlds somehow but it was a really good entry, i had alot of fun!
We love the fact that you show the duality theme from very start screen, so there's no doubt about how you've applied the theme. We think you did this really well, it's like having a constant hidden wall puzzle from the dungeon crawler classics of old.
Chests are missing faces on the inside of them so you can see the wall through them when they're open.
The inventory screen and overall UI is very clean and well laid out, with an excellent font choice. You've also carried it through to the itch.io page, which we appreciate from a theming perspective. It's great to have a choice of Field of View and even better to have volume sliders. However, you used a different font on the "Flip Lever" text, that's a shame:
The music is very nice and not too intrusive. The sound effects are good too, especially for switching duality.
The pre-rendered combat screen is lovely to look at (thanks mid-journey).
Vertically with stairs was nice, showing it's not just a flat 2D world.
Combat gets interesting when you have to chose how to spend your MP with the combinations of weapons you have and the enemies you have to take down.
Nice graphics on the enemies, UI and environment textures, although it did show that they all came from different asset packs. Even so, you've combined them really well to make it all seem fairly cohesive.
Were we supposed to be able to get outside?
We would actually consider buying and playing this game with a bit more content added to it (and consistent use of fonts!). Well done team!
Thank you. You are not supposed to go outside at all. It was my bad making the level, lol. About the font, I did notice that it was a different font but my friend did the tooltip part, so I have to wait for him to come back from his vacation in a few days.
We plan to push a bug fix and balancing patch after the ratings. More content is on the way for sure, just need a little more time to design good puzzle rooms and mechanics.
This is the first game that got my computer to run hot and turn on the fans, so well done with that :). Fantastic use of theme. I really like how different the worlds felt and the puzzles were good. I didn't like how slow the combat was though, killing the Skeleton took a very, very long time.
Yeah, my PC heating up issue is probably my fault. I played on a Mac with Windows inside of Parallels while simultaneously streaming Twitch via Airplay (wireless video) to my TV. It was a bit much for the poor laptop to handle!
The wait time was long and the skeleton took almost 20 turns (I was doing 2 damage per turn, but it healed 1 per turn). I had found a better weapon but I guess it wasn't equipped for that fight because I killed the skeleton using shield bashes, my only legal move.
Nice game, love the twin dimensions and the way it feeds into the puzzle aspect of the game. Worked okay on Linux using Wine, couldn't play it for long as the (very nice) graphics rendering was melting my low-end CPU/GPU (obviously running via Wine doesn't help with that). Good job.
Nice double world mazes/puzzles, it felt natural to switch between two worlds to navigate it. Battle is interesting with these many choices you can find a way to defeat any enemies without loosing any health in the end. I felt like I wanted to use potions outside of the battle though.
There were quite a bit of places where you switch to another world and fall out to the outside of the level, making it hard to return back to the place you were. I also found audio unengaging, it feels like it needs a bit of improvement in that area.
SFX felt like it needs some refinement to better signify what's happening (enemy healing SFX is strange for example) and music is a bit too quiet in the battle, it feels disconnected with a game, as SFX overpower it quite easily. Main theme (in world) and world switching SFX are good in my opinion.
So probably a bit of volume tuning + adding some oomph to battle sounds will do the trick.
Nice control! Good choice with changing world. We made it similar:)
I was impressed by how you managed to get such good-looking, coherent character art. The combat system was interesting, although it ended up being a bit too much on the easy side since I was able to build up my armor in easy encounters and have them transfer over to later ones. Later in the game it could get a bit tedious to try to figure out where I could swap; maybe some sort of UI indicator that indicated which tiles were swappable would help with that?
Thank you, but as it had been said, all character arts were made using AI so we cannot take any credit for that. As for combat, it is clear that we did not balance at all. Building up armor between combats is a bug that has already been patched for the post-jam update. As for your suggestion, it is a really good idea as I have been thinking about that as well. Should make the game less of a spacebar spam-fest.
Thank you. Some puzzles can be a little tedious going back and forth between dimensions. I just rewatched your stream and it seems like you are struggling with the first room. I will see if I can make the path a little more obvious.
You are welcome to try our game again after the ratings since you have not had a taste of the combat yet. :)
The duality in this ones off the chain.
Dual timelines AND Dual weapon functions.
Though yes, I was stuck for a while since there's no tell of Space Bar in the txt.
Yeah. Though I think I got that glitched out of the environment thing about 15 mins in.
I was running around for a while trying to figure out what to do. I thought I had to climb some stairs and then phase between.
That could be a cool idea if you continue on the game. A flight of stairs that you need to alternate to climb.
Really nice dimension swapping mechanic. I liked the art on the robot dog too.
Cool concept, but i've had glitched outside the dungeon on my first try and accidentally completed the game lol. Had a lot fun of playing it and i've been pretty confused at the very first room and was just randomly jumping.
Yea, I had no time to make a simple popup message “Press Spacebar to time leap”. I introduced with a simple teleporting puzzle that people wouldn’t take too much time to figure it out without a tutorial. Once you understand the concept, the first room should be easy. But it is just how long each people click on the puzzle, haha. We are already aware of the OOB spots and have already patched them.
You are always welcome to try the patched version after the ratings! :)
This is a magnificient game with a nice gameplay of fighting and exploration and puzzle.
I liked the idea of switching between past and future to get forward and get loot and defeat all enemies. It was a magnificient experience.
I however won in a pretty much unexpected way haha ^^"
Actually, the game has a problem of OOB (out of bound), at some spots, it's possible to actually escape the play ground.
I found one early in the game next to a chest and fortunately found my way back in fast enough when I understood it was not an outdoor part of the dungeon but just me who escaped.
However, later in the dungeon next to the chest in which we find the EarthPotion that increase max health, I met another one but this time, while tried to find again a way in, I collided a white wall placed out of the bound which triggered the victory...
A pity this shortened the experience because I really did enjoyed this game, if you plan to keep working on it, let me be your betatester as I won't mind helping you chasing these unfortunate way out as I only had the reflex to screenshot the spot of my first escape once I managed to get back in.
Good work across the board! The combat could sometimes feel a little slow, and it wasn't always easy to figure out what the enemies were doing, but the variety of different options from the equipment made thigs interesting - and of course the core of dimension-hopping puzzles was solid.
Hope it was fun to make!
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