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Clock Boi's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #152 | 2.612 | 3.600 |
Audio | #157 | 2.176 | 3.000 |
Gameplay | #160 | 2.322 | 3.200 |
Overall | #161 | 2.213 | 3.050 |
Mood | #200 | 1.741 | 2.400 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
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Comments
Unfortunately I couldn't use space to jump after I died the first time, so I got stuck at level start and had to force quit.
But I have to say, that clock character TOTALLY reminds me of the avatar in "Cool Spot", I played as a child. They both have that swaggering walk cycle, haha :D love it!
I loved cool spot. I could never beat that... I think toy train level... or the bounce on bubbles bit.
Like the classic game look , was using a game pad found using the run and jump a little hard to do . But music was overall i enjoyed playing it. well done
I like the classic platformer style of the game. The sound effects were perfect & it was fun to play. Well Done! :)
Hi, I wasn't able to play the game as space didn't allow me to jump as it said in the instructions. I liked the art and music though!
the build defaults to gamepad controls. For key board controls you have to mouse click keyboard controls option
I love the Commander Keen style game! The background at least on level 2 was a bit trippy, maybe think smoother backgrounds! The controls for PC was horrible, left alt for running and hitting (those are easy fixes though so no worries).
In level 2 you couldn't go through without cheating the jump bug that work when you just walk towards a wall and keep hitting space, you can jump infinitely. :D Since I couldn't jump on the platform that was going up and down, the clock didn't jump that hight.
Quite a nice idea though, polish it a lot and you might have quite a nice game on your hands! :)
ty for playing.
Pressing L slows down time and also increases jump height
if you have time, i've uploaded an updated game to include text at the beginning of each level with a short explanation of new controls as they come.
also should probably note... damage taken is increased based the time of day.
Couldn't get past the first level. No tutorial, didn't understand how to go past the 2nd set of spikes. I need to manually select the keyboard control after each death. But the concept is cool
oh boy. That's fair, sorry. You hold right-Alt to Run. I intended it more for controllers, my bad.
Ok, knowing that, I got a bit farther, but the controls for keyboard are still pretty bad. Hit & sprint on the same button are not good. And I stuck on the level where you need to jump from a slow vertically moving platform to a fast horizontally moving one. It's just impossible, at least on keyboard, or I'm missing something mechanics-wise. Plus, is walljumping a bug or a feature? I dunno, but it still barely helped with that platform... I got on it once and didn't make the final jump, and I never repeated that success.
So, my verdict - it needs a tutorial, maybe a better control scheme (or at least a "Gamepad very much recommended" or something written in the menu) and some playtesting&polish (which is applicable to most, if not all games on gamejams). I changed my rating to a higher one still
its a bug. I was going to fix it on sunday but was feeling increasingly fatigued after figuring out code and sequences for boss.
I'll make changes to include the controller preferred note. That's accurate. I wanted it to be similar to Gamed of old that required players to figure out controls on there own as the levels progressed. But Keyboards have too many buttons. Thank you for your input
if you have time, i've uploaded an updated game to include text at the beginning of each level with a short explanation of new controls as they come.