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ChronosTech

15
Posts
7
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2
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A member registered Jul 07, 2023 · View creator page →

Creator of

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Hilarious and relatable. I would have loved to see some other mechanics than just spamming buttons, but that's just my future carpal tunnel talking. This is such a great idea that I wish I had thought of it myself.

The voice acting had me smiling the whole time. Only major complaint is that the line that played when you lost made retries take a little too long. Would have loved to see some kind of mechanic that allowed you gaining weight to be advantageous in some ways so that your ability to traverse the level was constantly shifting rather than only becoming smaller. Other than that, great work!

Definitely took me a bit to figure out the controls and how the game worked, but once I did the concept was very enjoyable! I think the game could be improved a ton by more clarity, and maybe a more streamlined control scheme for placing and controlling guards, but the amount of depth and complexity here is impressive for a game jam game. Could see this being a full release!

Cute and simple concept with a great aesthetic and a lot of polish. Seems like the kind of game I'd play on my phone at the airport. I was a little confused at how the game worked at first, but loved it after I figured it out.

This game is hilarious and the art style and presentation is amazing. As for the gameplay, I had a lot of trouble trying to protect any more than two notes at a time because of how open the map was, and I struggled to find where the survivors were spawning from until it was too late. Maybe some kind of teleport ability could make traversing the large map easier? (I'm thinking SCP-103 from Secret Lab style.) All in all an impressive amount of polish for a 48 hour jam.

The mechanics on this are unlike anything I've ever seen! Absolutely loved this, and the art style is amazing as well.

This was fun! I think my only complaint would be waiting for the right items and characters to show up, but that could be solved pretty easily by having a log of adventurers that you've met or who are in town so you can assign them quests at any time. Could totally see this being a full game!

Glad you enjoyed it! My initial plan was to also have a second level with more tiles, but I had to remove it because there wasn't enough time to playtest it. If I ever get around to fleshing out this project, I'd definitely structure it to be more level based. Thanks for the feedback!

The concept, aesthetics, polish, and idea are all phenomenal. My only complaint is that things got a little repetitive after awhile. Still enjoyed my time with it, and I think with a few extra mechanics this could be a truly great game!

The aesthetic, gameplay, and concept are all very well done. One of the best looking and feeling submissions I've played so far!

The concept and art style are awesome on this, I'm really loving what you're trying to do here. I think my main issue is I feel there's a huge lack of player agency, and I wish there were more choices and actions I could make as a player. I think with some more refinement though this experience could be something really great, and I hope you pick this concept up again.

I audibly laughed when the planet started moving. Simple, but a moderate amount of polish. Lovely little game for what it is.

Reminds me a lot of my early attempts at game making. The graphics are cute and the controls work pretty well. A little confused how it relates to the theme, but I'm mostly impressed at how you managed to submit the game two seconds before the deadline.

A simple, but cute execution of the tried and true "play as boss" concept. For the brief duration it lasted, I had fun with it. Definitely would recommend a little more feedback or UI to explain what's going on, I was a little confused when the mechanics changed on me.

The aesthetic you capture here is awesome! You captured the vibe of a big evil creature perfectly. While the "you play as the boss" concept is a bit overdone, I feel your art direction puts your take on this above the rest. That being said, the controls and combat felt a bit janky at times, although I feel this could go a long way with some feedback and streamlining.