Chronodrive

By:

  • Josh Carter, Liam Walls

Play as A11, a friendly robot from a utopian world who loses everything after a failed experiment - the Chronodrive. The device allows him to transport his consciousness through time, but its installation causes him to shut down for centuries. Upon waking up, he finds himself in a distant future devoid of any sign of intelligent life, be it human or machine. He must use the technology that brought him there to repair his broken friend, and reunite at long last.

Chronodrive is a 2D puzzle-platformer with a focus on problem-solving and narrative. There are ~6 cutscenes, and 13 levels across three distinct areas which make use of the core mechanic of switching between the two timelines.

Controls

  • Use arrow keys for horizontal movement, and to advance dialogue.
  • Spacebar to jump.
  • C to time-travel.
  • Left shift to push & pull objects.
  • X to interact with objects.
  • R to reset the level.
  • Enter to end a tutorial.
  • Most of the UI elements are also able to be clicked, e.g. 'EXIT', 'RESET', 'SKIP', 'OK' buttons.

Known issues

  • Occasionally, if the player is using the push/pull mechanic and then stops moving while still holding LSHIFT, the player sprite will flicker between the idle and pushing animations. This does not affect gameplay.
  • In the mall section, if a pot plant is falling near an escalator when the player travels to the future, the grown tree variant may be duplicated. This will not block progression, though it looks strange.
  • The second level of the mall requires pushing a box into a hole, then pushing another box over top of it. These boxes aren't part of the composite collider, so you might experience ghost collisions with the floor here. If so, moving the player and boxes around a bit should stop the collisions.

Credits

  • Josh Carter; Programming, art, and game design.
  • Liam Walls; Programming, and game design.
  • Special thanks to Darwin Lambourne for his bespoke composition of the audio track!
  • All sound effects used in the game are in the public domain, and were sourced from freesound.org and kenney.nl.
  • The font, "Pixel Operator", is also in the public domain, and was sourced from dafont.com.
  • Recognition is due for the free and open source tools, Pixelorama and AudioMass, which we used for pixel art and audio editing, respectively.
  • The game was of course made in Unity.