Simple but effective, love the juxtaposition between the chaotic music and wheezing sound, it's hilarious!
rzbig
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I really like the idea, adds a layer of strategy and push-and-pull to the gameplay, although I would have liked the timers to be quicker to make the game more fast paced. The character designs are all really solid and the bosses' attack patterns all suit their characters well, and I liked the gimmick of the frog boss tethering you and dragging you with her. Would love to see a more developed version of this game.
This is a brilliant concept, I like the way all the tools are unique and how some require extra steps to recharge. But I do have to say that the gameplay can be rather frustrating as the parts tend to fall off faster than you're able to keep up with them, sometimes you will randomly end up with a broken part just a few seconds before launch and your tool just can't fix it in time or sometimes your vessel will catch on fire and become impossible to salvage. With some tweaks this could be a game I would see myself coming back to often, so nice job!
This is really fun! The graphics work really well in the games favour and the minigames are well designed, although in the Basket and Dodge minigames it can be quite difficult to tell which things are coins and which are enemies. With some extra minigames and difficulty ramp up this could be a super fun casual game!
Very satisfying movement, sometimes it can be a bit hard to gauge where it is you're going to land and the levels could do with some more variety in design and mechanics, but building up combos is very fun once you get a hang of it. I really like how the audio sting increases in pitch the higher your combo is.
Great level design, I like how there's no explanation for any of the mechanics because they are just that intuitive! Would have been great to see some other mechanics though because the solutions can become a bit repetitive, it would have been cool to play with multiple or farther reaching bombs. Great job!
Interesting idea and I like how the enemy keeps the debuffs you granted in earlier runs, meaning it's easier for you to dish out damage the more runs you do, but I do have to say that it feels quite inconsistent with how many opportunities you have to lower his defence or damage, if you're unlucky like me you can have your whole party end up with 3 healers. But still, it's a good game and with some balancing this could be a pretty fun game!
The controls and level design can be kind of clunky at times but the core mechanic is actually really smart, I really like how the sand in your hourglass becomes a currency you trade off for agility, but in turn you have to hurry up to refill it. Using the sand seeping out of your hourglass to weigh down buttons is also a really clever idea, and while some of the level geometry could have been filled out more the atmosphere was very nice and meditative. Definitely one of the more creative games I've seen in this jam.
Don't know if I should be surprised not to see many games with microwaves so far but this is not how I expected to find one! The music doesn't quite match with the setting of the game and I wish there was a bit more to the game instead of just RNG but it's a pretty funny idea I'd like to see more of.
Movement is pretty janky but the idea is interesting, sometimes it is a bit difficult to tell where the clock hands are gonna go or if you're able to keep up, but for what there is it's a fairly inventive little game with some pleasant visuals and sounds that clearly have a lot of ambition behind them. Good job!
Fantastic, one of the best ones I've played so far. Gets really hectic, sometimes the texting doesn't work but I think that adds to the chaos of the game if anything lmao. Also clever how opening all the windows will actually overload your system so you have to keep a mental track of everything. Fantastic visuals and sound to boot too. Nicely done!
I really like this idea! When I realised you could neutralise enemies by removing their attack it blew my mind, but unfortunately the start of the game can become impossible as you can get attacked by multiple strong enemies before having a chance to upgrade your character. Still though, would love to see this expanded further.
Thank you for the comment!
I'm afraid the issue with the enemies is a bug, the collision system I wrote is really bad and new bugs kept popping up after I thought I'd fixed them so if I caused any unintended frustration then I sincerely apologise XP Surprised I haven't seen more comments about it so far
And yes, it seems like a lot of us seemed to have landed on a similar title, although in this case I was inspired by the Queens of the Stone Age album and wanted to throw a reference to it somewhere... Guess it's only fair I check out another clockwork twin as well lol
Thank you so much for the review!
I was wondering if the spike logic would be clear, I modelled them after Spelunky but knew they wouldn't be immediately obvious to grasp, but if the way they're introduced doesn't explain them too well then please let me know how I could improve it, would be greatly appreciated for if we ever make a post-jam version 🙏 (we had a LOT more planned).
Once again thank you and I'll be sure to check out your game too!


