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I like the core mechanic, but it needs tuning. 

As far as I can tell, there is no limit to your clockwork winding, not even really one on how quickly you can wind it. So I made it to the boss in 2-3 jumps. There's also no a clear health system, so I assume it's tied to the winding, but I was winding so quickly I never noticed. The only threat I faced was jumping over the edges and falling endlessly.

The music is great.

Overall, there just needs to be some kind of limitations or consequence for winding too much. The world moving faster is great, unless you can skip all platforming by jumping super high. And in combat the winding felt less useful/consequential.

Gotcha. The windings indeed are uncapped right now, and yes they are tied to the health of the player. I think it would be fun to have the sensitivity increase a bit with the highest number of windings but still keeping it capped, so as to let anyone who is trying to speedrun gamble on having a harder time trying to skip platforming sections. 

As for the health, I would have to think about how to make it more punishing, as currently the number of checkpoints is a pretty good number. And the consequences to dying during the boss fight are low.


During the final fight, you can wind down to extremely low number of spins. This is because the attack has no cooldown, so that way the boss will move extremely slow and you can end up with an insane number of hits , at the cost of having to dodge end second as the boss would usually deal a 100 spin damage, leading to an instant death for you!