Chronos by Plixel

You are an ancient Greek Priest trapped in the Temple of Chronos! Years pass by in the blink of an eye. Use your wits and gifts from Chronos to delay the inevitable and escape before you die of old age!!

| Link | https://kagedin.itch.io/chronos |
| Link | https://github.com/Plixelated/Chronos/ |
| Original URL | https://ldjam.com/events/ludum-dare/50/chronos |
Ratings
| Overall | 394th | 3.292⭐ | 38🧑⚖️ |
| Fun | 387th | 3.181⭐ | 38🧑⚖️ |
| Innovation | 306th | 3.306⭐ | 38🧑⚖️ |
| Theme | 333th | 3.611⭐ | 38🧑⚖️ |
| Graphics | 212th | 3.708⭐ | 38🧑⚖️ |
| Mood | 402th | 3.029⭐ | 37🧑⚖️ |
| Given | 21🗳️ | 50🗨️ |
I liked it a lot! I think the puzzle could have been a little be more complicated but still, great game.
The pixel art is really :)
good job!
There are not much feedback about what the different elements are doing and it seems like the clock collectible dont age the same amount of year every time. It makes the game very confusing and it becomes more a "die and retry" type of game than a puzzle.
The core concept is good, though. And this game have the potential to become a nice little puzzle just with minor adjustement to the gameplay and more levels.
The pixel art was overall quite good. I do think they could have done a better job of signalling what different things did --- for instance, the blue and green clocks came in different "amounts," but it was impossible to tell how much it would age/de-age you until you ran into it. If you had the time for it, positioning the clock hands differently would have been a great way to show this subtly. I especially liked the patterned tiles and the tiles with Greek letters.
I also liked how the character visibly aged as you played. Obviously time is very limited for Compo, and adding graphics is competing with making levels and mechanics, but it would have been cool to have more phases than just "adult" and "old man."
The main mechanic was interesting and you spiced it up with some secondary mechanics like the falling tiles and the "push" tiles. The levels were generally designed in a way where it was difficult to get stuck, and you will definitely figure out how to solve it eventually. The game could have benefited from mechanics that could make slightly more complex puzzles that require more planning --- maybe teleports, locks and keys, a switch you could flip to make you age *backward,* etc. I think the mechanics you chose, while interesting, could have synergized better with the main mechanic of aging as you move.
Overall great work for a 48-hour jam and, as it seems to be your first one, I hope to see you around for more Ludum Dares in the future!

Good job!