Chronic Curse by Diego Escalante
Traverse an ancient temple under the effects of a terrible curse.

Ratings
| Overall | 124th | 3.774⭐ | 44🧑⚖️ |
| Fun | 172th | 3.595⭐ | 44🧑⚖️ |
| Innovation | 221th | 3.5⭐ | 44🧑⚖️ |
| Theme | 157th | 3.94⭐ | 44🧑⚖️ |
| Graphics | 168th | 3.75⭐ | 44🧑⚖️ |
| Audio | 67th | 3.793⭐ | 43🧑⚖️ |
| Humor | 274th | 2.635⭐ | 39🧑⚖️ |
| Mood | 215th | 3.382⭐ | 40🧑⚖️ |
| Given | 53🗳️ | 62🗨️ |
I have only a few criticisms and they are kind of subjective: one of my biggest fears when I read the theme was making a game that fit the theme very well, but that wasn't much fun for most players, like these "while (true)" games. The mechanic of going back to a previous position in time is nice and fits the theme very well, but I didn't find it very fun, perhaps due to the lack of control. Several times I had already used up the shift power and the yellow bar would be over half, making any further movement useless, so I just stand still waiting for the cycle to end, which is not much fun. I think I would enjoy more if I had more control.
Another little detail is that the difference between a low jump and a high jump is very small, and sometimes, when there are segments with spikes on the ceiling, for example, it would be nice to have the option of making small jumps.
On my last two compos I made platform games as well, and I always do poorly on the polishing and audio parts, so your game is a big inspiration to me, especially on those aspects. Nice job!
Moreover you don't need to make a checkpoint system with this mechanic! :)
I like it mechanic
Love the graphics and music! Good job!
✔️ The level design was quite good as well, the difficulty curve was nicely crafted.
➖ I think there could have been a bit more feedback for right before you change modes.
- The audio is excellent!
- The graphism is minimalist but really well done.
- And there are some difficulties as I like it.
** Good job. **
Just one bug saw : The arrow from the top was never launched.
The controls are snappy and on point. You even included coyote time I see :D
The game reminds me of Celeste, both in aesthetics/graphic scheme as in gameplay. - in the best way!
The core mechanic is a well executed and playable interpretation of the theme (especially since its includes possible deaths!)
What could be improved:
- The explaination of the doors/switches. I am still not sure if the colors matter / match to the colors of the (looped) player? Sometimes the loop seems to reset the doors, sometimes not. This was the part I did not get fully.
- And the spikes: if they kill you when you run onto the side - they should have some smaller spikes on the side. If they are only "spikey" on top, it is unexpected to be killed like this:

All in all possibly one of the best entries <3
jumping was smooth af
but i dont know that i have key or not
I really don't have much to say for criticism. I got through the entire game and, while its core mechanics _can_ be frustrating, I wouldn't stoop to calling them unfair. Having to recharge your cycle break was an interesting way to balance the feature out, as it would force me to wait a cycle before trying certain jumps again. I found it interesting how you managed to balance out the feeling of fighting against the cycle and using it to your advantage, and the levels were a good mix of carefully curated frustration and some great platforming segments.
As some others have said, props for the music. Having a dynamic score added a lot to the loop feeling, especially when it comes to feedback. It helps that the track was actually nice to listen to, of course.
I will say that the looping mechanic confused me at first-- I had the idea that dying during the loop was acceptable, but that dying after breaking the cycle had to be this measured risk because dying outside the cycle would leave you dead permanently. I was rather disappointed when my character hopped back up in place as I felt that this additional caution outside of the looping mechanic was a nice twist, though I understand why it was done for the sake of the player. It may be something to keep in mind.
Unfortunately I'm just not going to be able to provide much in terms of critical feedback. This was excellent.