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Rascal Clock

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A member registered Feb 14, 2023 · View creator page →

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It seems like the top-right room is unsolvable.

This went from tricky, to difficult, to very difficult, and then finally to relatively easy. I can say with certainty that the stretch of levels from 10-14 were easily the hardest levels in the game for me, probably since I found it hardest to reason about the even (red) movement. The levels afterward provided more tangible restrictions on the possibility spaces and more deductions to make, making what needed to be done in them all the more clear; combining this with having just got over the big difficulty hump in the middle of the game, it made the final levels feel the most satisfying for me to complete. (Levels 3-9 felt the most balanced in terms of difficulty vs. introducing the player to the mechanics, so good job on that!) Overall, I found it enjoyable, if the difficulty was a little uneven, and the swap mechanic introduced a new dimension of thinking to the game's mechanics that made me feel invested in seeing more.

This was a very good puzzle game! It consistently came up with new twists to throw into the mix, just as the puzzles were beginning to feel stale. Its very clean design is pleasant on the eyes, and by the time you beat the final puzzle you'll feel like you've gotten a pretty good handle on most of the game's mechanics. I would recommend this to both those who are experienced and are inexperienced with puzzles alike.

I got stuck for a bit on main_6, until I looked in the bottom right and saw the GIF! :P

More seriously, this was a pretty cool puzzle game. The mechanic felt unique, smooth, and cool in its implementation; the final level felt like a good final test of the methods previously learned in the other levels. Despite the supposed theme of being unfinished and leaving mistakes, this felt pretty polished.

Cool game! An interesting idea executed cleverly.

Fun little game. Yes, the final puzzle was slightly tedious, but given how short and humble the game is in scope, I don't think the player is expecting too much. The only thing I'd request is having a lower key_repeat_interval (you can type that in directly at the top of your puzzlescript file). I would say the long walk at the end made it a bit more satisfying to finally grab the heart.

Having constant inputs feeding directly into the goals or gates near the goals trivializes many of the later puzzles. (Ex: a goal with a 1 directly into it can always be satisfied with an OR gate, ignoring the rest.) Cool wiring system though!

Elegant, tricky, and approachable. Good job!

One idea I can suggest for a puzzle is to make the player avoid leaving a boulder on top of some shale, so that they can grapple up multiple times in a specific spot later.

By the way, you can Ctrl+click a level in the 'Levels' section of the Puzzlescript editor to playtest it immediately.

This felt like a pretty cool idea for a pen-and-paper puzzle game. I liked how there was usually multiple ways to logically progress, showing off the versatility of the logic while keeping the difficulty very approachable.

Got an error in the Panic Buying challenge where I had Backpack, Car Battery, Mr. Mega, and Tech X when I tried to select a third active item, Dad's Key.  (This was on the second item room.) The music was still playing, but it seemed to get stuck on the screen and softlock the game.

Also, cool game! It had some pretty tough puzzles in it, with C5 being the hardest for me.  Understanding how to manipulate the mice with the cat drawings felt very satisfying by the time I had fully understood the mechanic, and the simple, pastel aesthetics of the game worked in its favor.

(Spoiler for level 11):


Yriry ryrira pna or pbzcyrgrq jvgu bayl gjb pngf. Vf guvf vagragvbany? (Use rot13 to decode)

Fun little game. The last room was weirdly easy, though: V chfurq nyy gur oybpxf va n fgenvtug yvar gb gur yrsg naq whfg jnyxrq npebff. (Use rot13 to decode.) Is this cheese?

Very difficult and somewhat unbalanced, but fun. I managed to get a win by using void stones to get only 5 cards, then upgraded kindle thrice, and finally, I used the philosopher's stones to chain together Burn->Heal->Spark->Thorns->Kindle for an infinite.

A large room with 4 crates along the bottom edge and 5 targets along the top edge.

A level with many walls separating the player from a crate & target.