First post jam updates to Chronomancer!


Now that the jam's over, I decided to fix a couple of issues the game had. There will be a new demo later on, with a much better codebase than the first version, but there's already been a lot of improvements compared to the original release. Here's a rundown of the changes:

Improved movement

It's still not perfect and will be polished further later on, but it's already a lot less slippery and actually has proper coyote time like intended.

More levels and level fixes

There's 3 more levels in the game now! They should hopefully make the difficulty curve much smoother than in the jam version and introduce some concepts better. I also fixed the bug that caused the final level to be unbeatable so technically there's now twice as many levels as in the original. Besides that, the tutorial got slightly updated to make its idea slightly easier to execute.

Spawn indicators

A fair share of people mentioned that it's not really clear where the players spawn and because of this the puzzles were harder to predict. Well, now there's small stars, that do just that! You can actually see them in the new screenshots.

Sound effects

Due to a lack of time we didn't end up adding sfx to the jam release, but I've fixed that problem and now the game should certainly feel less empty in that regard.

Minor visual improvements

I'll probably work on it further later, but I've added fadein/fadeout animations whenever you advance to the new rotation (it's technically been in the game earlier, it's just that it didn't work properly :P)

Besides that there's now animations for restart and rewind, colored to show what player you'll be playing as. I've also added some other minor details that I wanted to do but didn't have the time during the jam.

That's it! As I said already, there will be an even better, more complete demo later on, but I'm already happy with how it turned out.

Files

chronomancer.zip Play in browser
52 days ago

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