Awesome work!
Clock-Dial-Project
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I found your game by searching for “seal” lol. Was curious if any other game had seal in the title. For what it’s worth the player controller is heavily edited from something I made before the jam (added the drill attack, up/down code, a lot of animations, etc…). If you made yours within the 7 days I commend you as it has nice sense of momentum.
This game was really charming. I enjoyed the art style and little objectives a lot. Jupiter spinning the hamster wheel was adorable. Gameplay wise a proper tutorial would go a long way though, it takes a second to figure out what to do in the ship. It’d also be nice if the collision for the sliding doors would disable a little quicker, it’s easy to bump into them and walk off into the sides.
The game was also exported in Debug mode and not Release mode, which sacrifices a decent bit of performance (with a 2D game like this though it’s not too noticeable). It’d also go a long way to export a Linux version if going download only in a game jam. A lot more game devs are using Linux these days. In my experience Windows/Linux have good parity when it comes to Godot.
The game has a really nice atmosphere. There is some geniune tension that comes from spinning the merry go round. I just wish you needed to clear all the enemies in a wave to be able to spin it. You can keep one of the flying things around and avoid more enemies spawning. They rarely can hit you because of their flight pattern. They can also fly into the ground which is a little weird. Overall though cool game.
Fun little game. It feels nice to catch multiple fish at once. I sort of wish the player’s whirlpool dragged fish a little harder, as for a lot of the later fish you need to spawn it with the fish almost directly in the center. The addition of an enemy Whirlfish was also really cool, it was legit awesome to run into it. The attack patterns it makes are great.
This game was so fun. The icing detection works perfectly. Every time I got points for a cake the amount always felt fair. Perfects/Bads aren’t too easy or too hard to get which is great. The music/sound design is also awesome. The effects when in Frenzy Mode were appreciated. The speed up in Frenzy Mode is fun as you can use the faster rotation to help with certain patterns. The only thing I’d want is an option to disable the Boss’s dialogue. It’s great at first but after a little while it becomes a bit distracting (though honestly this is a nitpick).
Was really fun. Visual/sound design is also well done. Balancing the stun/dizzy meters added a lot of depth. I think the stun meter is well balanced as it prevents you from constantly mashing, but I feel the dizzy meter needs a tiny bit of adjusting. It still goes up a bit tiny bit after you stop spinning, and it feels like it takes a bit too long to go down. I usually ran away for a few seconds while I waited for it to cooldown. Besides that awesome game though, the combat was serious.
All the dialogue and character stuff was amazing. Going through the dialogue trees without gaslighting/pleading was really fun in of itself. It’s not very intuitive on whether you should gaslight/plead a lot of the time though, with the timer sort of discouraging figuring it out as you’re losing time. Once the characters start repeating it also becomes easy to immediately choose the right dialogue options. But overall a really charming game, all the characters are likeable and have great designs.
Once you think about the grappling as “swinging” the movement makes a lot of sense and is fun. The grapple bar thing (the blue bar) could definitely be adjusted as if you’re not near an enemy to hit it’s hard to adjust your direction. The way the grapple rope/line reacts to corners is also unpredictable and can lead to some weird movement. This is great though, if there was some more polish and a objective this could be even better.
Amazing game. Difficulty could definitely be tweaked, but it’s really fun regardless. Once you learn how to use the chain jump properly it’s very satisfying to pull off. The charge roll also helps a lot if you know what you’re doing. If possible it’d be nice if the collision was less wonky on moving stuff. I straight up clipped into a pillar at one point, though I was able to jump out of it. It’d also be nice if you couldn’t stick to steep slopes (you could do this a lot on the mountains in the starting area). Overall though absolutely amazing, would love to see more of this.
This was enjoyable. I liked the variety of items you could pickup to increase your score. Spinning mechanic also forced you to focus because of the added speed. Volume was a bit unbalanced between the sounds. Collision was also a bit wonky (you can half clip into stuff on the left/right of you). Still great though, could use some refining.
Game is fun but it takes a while to rank up. Also the way you counted the spins with WASD made it so you can just hold down WASD to earn money… Despite that exploit the game is enjoyable the way it was intended, the back and forth with WASD is weirdly satisfying. The sounds you made with your voice are awesome lol. The levels text also wraps down once you get to level 100, though you probably weren’t supposed to get that high lol.
Edit: Someone already mentioned the exploit lol. If it helps some keyboards/laptop don’t allow you to hold down a certain amount of keys and have them all register.
Very cute concept. The mouse controls when opening a safe were way too janky, it sometimes took a second before it began moving to where the mouse was. The custom mouse is also very jittery. I also was able to cancel a game over by barely completing a puzzle in time, which let me continue but the game over music played. The music also overlaps which is a bit weird. Visually the art and story are all great. It’d be nice if Ema stopped her animation once she was at a wall though.
The game has a lot of potential, the concept is so cool. Definitely needs more polish though, interacting with stuff is a bit buggy and the timing is rough. There’s also a bug where if you pause anywhere where you need your mouse (cranking the film, film rewinder/unscrambler, etc…) you get softlocked when you unpause, probably because it hides your mouse again. Would love to see this expanded on and tweaked, I adore the visuals and the idea!
The randomized stage hazards were really fun. At first it seemed like it’d be repetitive with the same level layout, but I was proved wrong by all the cool wheel effects. I just wish the clouds were adjusted in some way, they become very hard to deal with in later runs. Also to not attach UI to the camera you can use a Canvas Layer node in Godot (keeps stuff outside the game space).
The dynamic intro dialogue was really cool. Actual gameplay is repetitive but also fun. Although there’s some chance involved with the bouncing there is some skill needed to keep the bar filled up. My only issue is that the CPU keeps their bar filled too easily once it’s at the top. It’s hard to out mash at times.
The map shifting was very cool. When the map shifts when you’re running from golems it makes for some cool moments. Is very easy to get lost in the map unfortunately, an arrow/compass or something would help a lot. It’d also be nice if you could sprint. Overall though it was interesting. For your first game good job!
This game was so addicting. The multiplier effects were so well done. You can get some insane combos once you get creative. I just sort of wish the 1/4 of a cookie spawned a bit more so you could get the combo a bit easier. The custom cursor also made it a bit difficult to grab stuff at first. Although the revolver barrel getting too big was annoying, it was also sort of interesting that it created a sunk cost thing on getting too many (even if it wasn’t intended). I also like the variable health lost on the player, created some interesting moments on whether to risk contiuning the round or not.

