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A jam submission

On The Clock - (GMTK 2021)View game page

Submitted by Shadow The Dragon (@ShadowTheDrago3) — 6 hours, 6 minutes before the deadline
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Play On The Clock

On The Clock - (GMTK 2021)'s itch.io page

Results

CriteriaRankScore*Raw Score
Originality#38922.3113.100
Fun#43731.8632.500
Overall#44521.9632.633
Presentation#48611.7142.300

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The story of the game is that two companies are joining together, but the computer systems haven't. The player must connect batteries to outlets (joining them together) in order to reach computers to join the systems together.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

I like the humour, the pixel art animation, and the fun platforming. Well done, I had good fun being an IT guy joining computer systems together! :D 

Submitted

I like the idea. But there was something about the colors/contrast that bothered me, thought I'm not sure what it was. And it may be personal, but the fact that the cursor moved with the player (like it wasnlt stationary with respect to  camera) was driving me nuts xd, overall nice work imo. What engine did you use, if any? I was surprised it takes up only 6 mb.

Developer(+1)

Thank you! The colors / contrast between background and player was something that bugged me but I didn't have time or the energy to go and fix it. The cursor has been something I can't really fix due to how the systems works. It tracks the mouse position in the level, but because that position is moved by the camera- you see the issue.

The game was made in GameMaker Studio 1.4

Submitted

This is a hilarious and all-too real situation lol... Had fun, but I got stuck between a forcefield and a death zone and couldn't figure out how to put my battery thingie in the battery hole.... I think that might be my sleep-deprived brain not comprehending stuff lol

Developer (1 edit) (+1)

Thank you! I think that what you described is on Level 2, where you must in fact remove the existing battery already in the battery hole in order to disable the forcefield. Either that, or it has to do with a bug I've found to do with putting batteries in slots. (The bug is being addressed)

Submitted (1 edit)

I could not make it out the first door :L Also; just to note, it was a little odd to have to go through an installation process.

Developer

Could you provide a screenshot of which door you mean so I can look into it and see if I can fix it? Also, for future versions, I will be making it a non-install version.

Submitted (1 edit)

I really liked the story set up! Very humorous/tongue in cheek.

Unfortunately the art here made the game more difficult than I think was intended. It was hard to distinguish platforms from spaces where platforms would move to, or just the normal brick layout of the wall. A simpler wall pattern might have helped those fixtures stand out more. That, and drops where you can't see where you'll land.

The concept of activating/deactivating parts of the level by plugging in batteries is a good one! But I do recommend stabilizing the camera a bit, since it's hard to click on those small buttons at the right time while on a moving platform that's also moving the camera (and therefore where I need to click).

This is a little thing, but also in the future, can you export in a way that only requires the player to download the game, rather than installing?

Developer (2 edits)

Thank you for commenting! The art was always something I knew was gonna be a problem. I am not a very good artist (at all) and I had to do the art last minute (less than 10 hours before Jam Deadline, and I did it after a full day and night of working on the game). I plan on messing with the camera a bit, originally it was just statically locked on the player all the time but I changed it last-minute. I will see how changing it back effects the gameplay (makes it better or worse).

The thing you mentioned about it being hard to plug in battery's into the ports might actually be part of a bug that I didn't catch (which makes it really hard to put batteries in and take them out of slots). Or maybe I am misunderstanding what you mean and the platform is too fast or the Battery Slot is too small to click (maybe I could just increase the hitbox / click size so its easier to click) I am addressing this.

Future versions of the game, if I can export it that way, will not require an install.