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A jam submission

Clocksbane v.s. The Totally Radical Soldiers of ProcrastinitroView game page

Watch the clock and beat the enemies! Don't spend too much time in the garage!
Submitted by snuffysam — 1 day, 5 minutes before the deadline
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Clocksbane v.s. The Totally Radical Soldiers of Procrastinitro's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#54.0914.091
Audio#163.7273.727
Overall#163.6143.614
Gameplay/Design#173.4553.455
Graphics#283.1823.182

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Ways to improve game visuals

What did you update?
Fixed crashes (hopefully), changed fonts, hopefully made timer mechanic more clear

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Comments

Submitted(+1)

Remaining time 3:18, thank you springito!

Had a blast playing this game. Good idea to have a “vampire survivor game” but on a 2D platformer!

I also really liked the drawing art haha, it has its charm honestly. Just need to make them more visible. Maybe making the background less vibrant would help.

Also, the rhythm mechanic got really satisfying with all the different weapons you unlock, loved that!

Pretty sure you could do something with parkour here, like enemies that force you to dodge lasers, somewhere to get to or something like that.

Anyways, great game!

Submitted

This was so much fun !

Ahhh, the title is too long... more seriously, my only problem was the freezes. I'm pretty sure it's caused by some memory leaks.

For gameplay, it was just very fun, good mechanics, the game was easy to understand but has a high skill ceiling, very good. I took some time to realize I could double-jump. I don't think you should change the hold mechanic, because in this way, you should time your double jumps.

I think homing rockets became too powerful at some point, and there was no point in keeping moving, that's a very important thing to balance.

Mabye you can add a game over screen, I don't know if there is already a win screen.

Now, for the art, the thing you asked feedback on. I really like the current artstyle, it makes the enemies look alive. I think the main character needs more work. But most importantly, the biggest improvement you can make is consistency. You should try to keep a consistent palette (in a way to always have enough contrast between BG and characters). In addition the background's style was very different, it's good, but I think you should rework it. A good example of this is the title screen. Also, mabye add some particles like mabye tiny one when you jump, land, etc.

I think the UI can be more visually appealing, more juicy, more polished.

The music is just a banger !

Very good work, very fun concept. It is definitely worth it to continue working on. Good luck !

Submitted(+1)

Really fun game! 

I liked how your health and currency (time) were combined into a single mechanic. Initially, I tried being dynamic and jump/move around, but I found that less movement works better for me. Eventually my upgrades became too powerful, and I didn't have to move at all. There were some performance issues at some point as too many projectiles were spawning, so I had to stop upgrading around wave 6.

The sound effects were very well coordinated with the soundtrack, especially the bell.

Art-wise, I think you did a good job at using colors to your advantage to make the player and mobs stand out from the dark buildings. If you jump too high (which I didn't do much personally), the bright sky can get in the way of seeing things properly. Many of the mobs only had an outline though. Filling them with solid color would help with the visibility. You also use quite many hues in the player/mobs/projectiles sprites which is inconsistency with your background. You could use a similar consistent palette that stands out from the background in some way, for example, using warm colors for the background and cold ones for the sprites (or dark vs light, etc). Some of your sprites could also use a bit more work, especially the main character. On the other hand, I thought your Skapler and Graphire mobs had a lot of personality.

Cheers!

Submitted (1 edit)

PHEW, glad I made it, it was close by the end. I had a lot of fun!
 
What you've done with the music syncing in this game is incredible. I'm addicted to the DING of the bell timed to the music. You've nailed the juice and satisfying feeling while playing the game.

The float movement is nice, but could use a different key to activate. It's kinda hard to position the main character where I want to on the screen without double jumping and then holding. You could making floating have a limited time/meter to make it a bit more balanced and challenging.

The enemies visual design is awesome, and arguably the main character design is the weakest, but it's not bad. I think its good the main character looks simple because it helps differentiate them from the enemies, but maybe it could be a bit more detailed and highlighted differently? I think either making the enemies more detailed or doing some kinda outlining might help differentiate enemies, projectiles,and the player from each other. Towards the end I couldn't tell the fidget spinny guys weren't projectiles, but other enemies are more detailed so it feels easier to tell.

The InBetween level upgrade screen feels like it could be more exciting. The text is clear in the weapon cards, but it could use an image of the projectile just to quickly let the player know what the upgrade is for. Since there's space under, you could make the cards bigger and space them out more to make the page more visually appealing.

Maybe to balance better, the weapons should cost hearts, and you can still replenish hearts with the time? It did feel like it was easy to be OP very quickly, this could help curb that.

Developer

Like, the upgrades should cost both hearts AND time?

Submitted

Ah, I meant actually sometimes the weapons cost hearts so you're at lower life, temporarily, but those hearts would replenish as long as you don't get hit. Just another element of risk for taking an upgrade. But you could do hearts + time, maybe the higher upgrades just cost both.

Submitted

This game is very fun! It's very enjoyable to spawn lots of weapons.

Maybe it needs a bit of balancing because I was quickly overpowered and win waves without moving. In fact I was spawning so much stuff that the sound was saturated the whole time xD

Submitted

My first run the game crashed on me when I was about three waves from the end, though I beat it the second time.

Other than that, though, this was a lot of fun and quite creative! I like how there's still time pressure as you get into the game's final rounds, which makes it feel engaging even when you have such an overpowered arsenal by then.

Honestly, I'm not sure what to suggest to improve the game visually. Maybe make the main character's sprite more detailed? Like, I look and the title screen and think, "dang, I wanna play as that guy" because it doesn't really feel like I am.

Submitted(+1)

The music perfectly matches the count and gives the game really good rhythm.

I found myself jumping around the map and didn’t know when the enemies would attack because there is no anticipation animation. The characters are barely readable. But I find this artstyle nice.

Developer

Are you saying that you didn't know where the enemies would spawn from? Or are you talking about stuff like not knowing when the Skaplers specifically would jump to attack you?

Submitted

I mean they not have anticipation so I don’t know when they are about to attack

Developer

Right but most of the enemies don't attack, they just always deal damage if you touch them, so I'm not sure what specifically you're referring to.

Submitted

Really interesting game. It was fun, however top UI doesn't seem to work at all in both web and win builds, which means I have no idea what's going on, and how close am I to defeat.

Other than that, the game already looks really great visually, so not sure how you can improve that.

Developer(+1)

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

Submitted(+1)

Okay, played a bit more. Yeah, the UI now works. Overall I think the game is kinda easy, because all I was doing is aimlessly jumping around as hopping bunnies were demolishing everything on screen to the point I wasn't sure where the enemies are. 

Additionally there's that timer, and I don't really understand if I'm just supposed to survive as many waves as possible or what before it runs out. The game doesn't really explain that.

Developer(+1)

Well, there's a reason the wave numbers are counting down - there is an ending lol. And yeah, I could do something to make sure the enemies at least show up on screen before you have a chance to mow them down...

Submitted

I didn't experience any crashes so that's a good thing!  I liked the cog and once I figured out I could hover that was cool and a fun way to use it.  I liked the art style a lot! 

I played the web version and the clock simply wasn't counting down nor were my hearts being taken.  I would turn red over time and die from hits but no hearts were removed.

Cool stuff it kinda reminds me of the stick figure fighters of old.  Well done!

Developer(+1)

I fixed the issue with the UI, if you're down to try it again it would be much appreciated!

Submitted(+1)

Will do! I’m at the airport right now but will check it out tomorrow!

Submitted

Nice!  Working for me again on the web build on windows on chrome.  I experienced minor frame drops / audio sputtering on the later waves but overall things felt really good.  I like the variety of the enemies and how they challenge you in different ways.  Nice addition that you can see what enemies are coming next and also I benefitted from the warning of "that timer's looking dicey" when I took to much too fast.  Well done!