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A jam submission

The Fall of the ChronotyrantView game page

Defeat the Chronotyrant before he erases each hero from time!
Submitted by Habidakus — 11 minutes, 59 seconds before the deadline
Rated by 9 people so far
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The Fall of the Chronotyrant's itch.io page

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Godot Version
4.3

Wildcards Used
N/A

Game Description
Strategy game against a tyrant who can remove heroes from the very timestream.

How does your game tie into the theme?
Until defeated, the Chronotyrant will erase heroes from ever existing each time they confront him.

Source(s)
https://github.com/Habidakus/wild-jam-78-erase

Discord Username(s)
Habidakus

Participation Level (GWJ Only)
4

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Comments

Submitted

Nice combat style! I like the way you structured turns, where Chodz could attack multiples time in the start of each fight for example. Some attacks are drastically better than others (net is pretty useless haha), however, I can't really talk about game balance (since you played my game with the impossible troll haha). I really like the attack speed that would allow us to attack multiples time in a "turn".

it's a long game,  which is impressive for the jam. Very well done! I was sad to sacrifice one of my character at the end! Good job

Submitted

It was a nice distraction from doing my actual work today.
I think with a little sound it would have been even better (:
Good job!

Developer(+1)

One of the things that gives me the most joy in solo game dev is when I get to record myself ranting the monologue of the mad scientist or arch villain. And it broke my heart Sunday morning when I just ran out of time - so I decided if I was going to put any sound in what-so-ever, I was at least going to hook up the one sound when your hero was erased from time, as that would have the most impact being the only sound in an otherwise silent game. Still, I have a bunch more sounds that I'll add once the jam is over and I can push more updates.
I'm happy to have distracted you.

Submitted

First of all, wow! Congratulations on being able to do this in nine days! If you add sounds and animations in the future, this game will be amazing.

I managed to get to halfway through the third map, I died to a group of spiders and a strange robot(?). Sacrificing your allies ended up making each level even more difficult. The only thing I didn't understand was why sometimes an attack targets the first position and sometimes the second.

I was also unsure if there was a way to defeat Chronotyrant or if I had to go until there were none of the 5 left. ;-;

Developer

Yeah - I just ran out of time, two of the things I really wanted to do but just didn't get to was:
a) a page that explained what each attack/skill did
b) a page where you could put your party together by mixing and matching species, class, and equipment

the long and short of it is that each attack is slotted with what it can attack. The most basic weapons attack the foe at the top of the action stack, but some weapons attack the rearmost (like the net & trident), and others attack the most vulnerable (like backstab).

Submitted

Oh yes. I think it's the attacks that target the most vulnerable that confused me. Other than that, it was easy to understand the attacks of the group's characters and the enemies' attacks were understandable after a while.

I focused my group on healing between turns and fighting undead. Towards the end I healed half of my characters' health between turns (and revived anyone who had died) and took more than half of the undead's health. XD

Then the spiders came T_T

Submitted

It feels like an impressive amount of work went in to this!

Developer(+1)

It's the most coding I've put into a jam, aye.
You can get a lot of coding done when you skip the art and sound. :)

Submitted

I'm still not sure why I shouldn't just be spamming the slowest ability for each character, I'm thinking it might push their character less far back in the turn order, which is pretty cool but I'm not totally sure if this is what is happening.
I played through the game until the chronomancer and it was pretty fun, was there a boss fight? I feel like the game just restarted (I don't read a lot of dialog so that might have helped :P)


I wasn't a huge fan of the visuals at first but the gameplay definitely makes up for it, one of the few game jam games I actually enjoyed playing ;)

Developer(+1)

Yeah, there's a trade off for damage and speed - if you can get two smaller blows before the enemy goes, that's usually more efficient (especially if they can kill them off), and sometimes the health and positioning of the opponents means that you can only run the more powerful attacks on creatures that have very little damage, where as a smaller attack might take down a more wounded foe that's farther up the turn order.

The first two times you encounter the Chronotyrant he forces you to sacrifice a member of your party, erasing them from time itself, so you have to play through again while down a party member. The game is a balance of knowing which heroes are comboing well together, and which can be sacrificed to time so that the remaining heroes are more efficient (and so that the more powerful skills that come in waves 2 & 3 are placed on the heroes that are working well). 

The dialog at the start of the loop (when you're sent back in time) also changes, reflecting that with the loss of one of your heroes, you had to go through worse encounters to get to the fortress

Submitted

Ah ok that makes sense.
Shows what I get for skipping through dialog for every game I play 😂
 I'll have to play it again to try out the boss fight 😊

Submitted

I did two runs, failed on the boss on the first but managed to beat him the second time.

I got caught by the "just one more turn, just one more fight" and did not see the time pass.

It's working well for a turn based battle system and I got hooked to the point I didn't see time pass until the boss.

Tank needs a taunt or a guard, he's a bit useless without a way to force the enemy to hit him. Thoug he still the save the early game of my second run because everyone else was dead but he took almost no damage.

In my opnion, maybe focus on better information of what the skills do (bleeding, passive skills without numbers) at the cost of less diversity. Less skills would also allow to have better basic but more useful characters.

Developer

Oh, Taunt is a good idea. And I completely agree with the lack of information - although I expanded the tooltip data twice over the week of dev, I still need to find more places to explain the mechanics of the game.

I mostly ran out of time - one of the things that was most painful to cut because of lack of time was the entire "party creation" screen. The back end logic for it was all there (species, class, equipment) but I just didn't have the time in the end to craft a good UX page - so instead the party is just a shuffle of the five species, five misc equipments, and six possible classes.