Chrono Crack by rschoellgen
A time travelling, dungeon crawler shooter...

- Shred enemies with your machine gun
- Jump through time rifts to explore different eras of the dungeon
- Explore an evolving dungeon
- Fight a giant zombooger
Check out our Website!

In Chrono Crack, dungeon doors and pillars degrade each time you loop and eventually opening up and unlock other parts of the dungeon. In order to jump through time and loop, you must locate and enter a time portal. As you explore, you will need to fight off hordes of zomboogers who inhabit the dungeon. The dungeon has five upgrades for your gun that you can purchase to survive against the growing horde.
Podcast about Ludum Dare:
https://youtu.be/d3QOC7Q6KkI
| Youtube | https://infinitive-game-studios.itch.io/chrono-crack |
| Original URL | https://ldjam.com/events/ludum-dare/47/chrono-crack |
Ratings
| Overall | 935th | 3.406⭐ | 34🧑⚖️ |
| Fun | 991th | 3.188⭐ | 34🧑⚖️ |
| Innovation | 1529th | 2.484⭐ | 34🧑⚖️ |
| Theme | 1320th | 3⭐ | 33🧑⚖️ |
| Graphics | 1213th | 3.078⭐ | 34🧑⚖️ |
| Humor | 902th | 2.556⭐ | 29🧑⚖️ |
| Mood | 1186th | 3.018⭐ | 30🧑⚖️ |
| Given | 19🗳️ | 35🗨️ |
Some possible improvements:
- the character movement seemed a lot jittery to me, not sure if that happens to everyone, but it may be because the movement or the camera is not synched with the physics processing? I had this issue too on my games, but with a different engine so not sure
- add some visual/audio feedback when getting hit by an enemy and losing life
- I don't know if that was the point but I felt a bit lost jumping around like that without knowing where I'm going. I am pretty bad with orientation maybe that why haha. Adding a minimap could help understand where we land after teleporting (the unexplored areas can stay darkened with fog of war)
Anyway, good job!
1. Yes, this was a problem I was trying to fix. I was using Unity and trying to sync the Update() and FixedUpdate() with the camera. Once I plugged in Cinemachine, it started getting jittery. I tried a variety of things, but decided to focus on mechanics after spending more time then I would like to admit. I plan on returning to this specific issue post compo.
2. I agree, I had fun with audio and I need more!
3. Yeah, my brother helped out with level design and it was his first game jam. He is only 14. I think he did great. However, I think if we spent more time making places look unique, it would have been more memorable. A minimap and compass idea would be neat as well.
Thanks, I plan to return to this project post-compo and update it :)
I got stuck on one of the pillars in when they were still standing and had to shoot to be able to move again
Knockback should of been in the game from the start and upgraded at the first shop rather then no having any since its the main thing that gives the shots some omf when they hit an enemy.
I think the knockback from the gun should be less or you should return to your start position after you fire. (My opinion may have changed here I'll get back to it)
I also think there should be more enemies but with less health since it takes a few too many shots to kill a single one in my opinion.
I think it would be nice if this place had a map (maybe you could buy it) since this place is so huge.
Enemies seem to get stuck on things a lot, if it were me i would remove the collision with the pillers and allow them to walk through each other.
The speed boost kind of feels like a penalty (honestly makes the game more fun, though I do collide with offscreen enemies a lot ) as it makes it more difficult to shoot and avoid at the same time.
I noticed that the coins tend to stop the player. I don't think they should have collision beyond being collected.
The top wall of the damageUP shop room doesn't have collision
I noticed the bar stopped moving after a time skip at some point.
So i'll sum my opinion up too that the game was most fun for me when i could kill everything quickly and when the speed was giving me difficulty. Personally the music was nice as it wasn't too front and center so it blended well with the rest of the game. The art was nice, don't really have anything to say there. Overall I enjoyed.
I see, there is a base knockback for enemies, but maybe that needs to be increased and then the upgrade does a bit more.
The knockback for the gun seems to be something people like. I found that people use it to get around the level faster in the later parts of the game, but it may be too intense to have all the time. Maybe we could add more weapon types and have one of them be a gravity or highly explosive gun for travel.
I agree, I think it would make more sense if they were in large hordes and easier to kill. I am interested to see how enemy variations change this.
I definitely think a map would be good. Maybe tie it in with the aging mechanic as well.
Good point! I can probably add some better pathfinding and obstacle avoidance to make them move naturally around each other.
Yeah, for the coins, I wanted to remove the collider. With how I was doing it, I wanted them to explode and bounce a bit. Need to spend more time polishing this.
- There's no visual or audio feedback when getting hit by enemies
- Coins have solid colliders instead of triggers. It slows the player down when collecting. Not a big issue but it feels unnatural
- Map is too big and when you go to the portal you're warped back in the beginning and you need to backtrack. Feels repetitive and sometimes I'm not sure about the way since there's no minimap or at least an arrow pointing to the opened door
It feels like it has the potential to be a rougelike. Give it some weapon variation and items that change your playstyle a lot and you've got a great recipe!
Gotta say though, pretty repetitive! haha get it, because loops. I had to put it on someones game. but honestly, i had fun! nice work.
Very creative the way they made this loop advancing in time, destroying objects! congratulations!
Also it felt like the character was more on top of the map than part of it. All minor thing that have gamejam all written over it. Its a good entry.
And kudos for actually including an exit button most games forget that (or have no time for it)
Great game dude !
@clemonades I appreciate it. Our artist has a very unique art style :)
@raz3ll Thank you. We enjoyed implementing the weapon upgrades as a secondary objective. We want to improve this further. We are going to make the dungeon more interesting to explore as well. Right now, we feel it gets tedious.
@cdunham I agree, we are implementing new enemy types that have different tactics and health values. We are planning on tweaking the combat a bit more so it is interesting. We have no plans for weapon types yet, but we will consider this. We are redesigning the dungeon so its not one giant linear path. This should make it more manageable and interesting to explore, however we are looking into some kind of indicator or map feature.
But making the dungeon evolving through the loop is a good idea, well done !