Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

ChronoHarvestView game page

A fast paced rougelite where you have to kill to stay alive
Submitted by MAX CAMPBELL — 11 minutes, 59 seconds before the deadline
Add to collection

Play game

ChronoHarvest's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#263.2383.238
Graphics#373.3813.381
Originality#523.1903.190
Fun#592.5712.571
Overall#662.8032.803
Controls#802.4292.429
Accessibility#862.2382.238
Theme#882.5712.571

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.5

Wildcards Used
N/A

Game Description
ChronoHarvester is a game where you have to harvest the temporal essence of enemies to stay alive.

How does your game tie into the theme?
In ChronoHarvest you have to harvest the temporal essence of enemies to stay alive

Source(s)
Yes. https://github.com/maxall41/godot-wild-jam-62. Just don't look too closely at the code... It's a mess

Discord Username(s)
N/A

Participation Level (GWJ Only)
1

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Quite an interesting idea. Do agree with a lot of the other comments that it feels like it's a game where you need to learn the route as you go and 'speedrun' the game - nothing wrong with that, just a different style of game, and something the player needs to keep in mind.

I did run into an odd ... bug? Double-jumping against a wall makes you get 'stuck' to the wall, stopping the double jump. So to double jump up that starting area, for example, you need to stand away from the wall; if you double-jump against the wall/while running into the wall you'll never get up. Took a bit to figure that out xD

Submitted(+1)

This felt like forcefully trying to make a speed-run in a game you've never played before! Which to be fair felt rather stressful.  Though I guess, that it simply needed more enemies and stuff that you can one-shot along the way. 

Not sure about the Parry mechanic. Though it did provide an element of choice, it was so hard to use it successfully with the time constraints that I preferred not to. 

Overall it was a pretty cool though. At least after playing a couple of times and figuring out the layout of the map .

Submitted

I like the fast pace idea of the game the art was well done and well executed!

Submitted

It's a fun game but felt like there was never any time to breathe. If I didn't get to an enemy within 1 or 2 seconds of killing my last one, I'd die, but sometimes there wasn't any around that I could see. A couple extra seconds on the life bar, or some way to figure out where the nearest enemies were would be cool!

Submitted(+2)

This is intense
Maybe it should have a smoother learning curve, like make it easier at first. Or maybe start draining the time only once the player figures out how to double jump and gets out of the starting point. It can be frustrating when you play first time.

I really enjoyed the music, the glitch sound effect once you die feels good.

Submitted(+1)

cool game! my first impression of the glitch effect was that it crashed my game, but quickly realized it was the aesthetic. The only drawn back I would say to using the effect is that it triggers a negative emotion in the same way playing default alarm sound on an iphone.  It immediate brings up the annoying emotions of waking up early, kind of a similar thing here. That might just be me though, so if people like it stick with it!

The controls to me felt floaty. You have a long start up on the acceleration time which seems at odds with the game design. You want players venturing into uncharted territory, there will be decision on which way to go, but with this acceleration its a death sentence to consider direction. Also on a side note, its labeled as a "rogue like", but at least as far as I got I didn't find the randomness (could definitely be there), instead I'm playing the opening over and over. 

Also with the parry system it again feels at odds with the game design. A parry is typically about nailing a timing, which means slowing down and being more methodical. Instead I found myself barreling through enemies. I understand there is a bonus time granted for parries, but as an outsider trying the game I'm immediately dying to the timer more than any enemy, so slowing down to parry feels incorrect. 

hope this doesn't come across too negative, just trying to give constructive feedback!
super cool idea!

Submitted

Very cool and exciting!

Submitted

Cool concept !

Maybe starting at the place the character does (having to go back then double jump at an angle) is a bit frustrating. I think the pixel art resolution can give a bit of motion sickness when going that fast.

Loved the aesthetic and what you went for in a single week !

Congrats !