Good job! the music was awesome.
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Clock Mayhem's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #16 | 3.714 | 3.714 |
| Audio | #36 | 3.429 | 3.429 |
| Graphics | #59 | 3.429 | 3.429 |
| Controls | #63 | 3.214 | 3.214 |
| Overall | #86 | 2.969 | 2.969 |
| Accessibility | #123 | 2.500 | 2.500 |
| Originality | #148 | 2.429 | 2.429 |
| Theme | #160 | 2.071 | 2.071 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.4
Wildcards Used
N/A
Game Description
Clock Mayhem is a fast-paced 2D platformer where every second counts! jump, and dodge through chaotic levels as you race against the ticking clock. Can you beat the stage before time runs out?
How does your game tie into the theme?
You as player grow and each level is developed upon the previous, and you gain abiity if you complete the first cycle
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
About 6
Comments
Your submission has a crazy amount of polish, dang... I really enjoyed it!
A sound slider or toggle or something would be great, as it was incredibly loud, haha. The sound was great though :)
Sorry, it sent like 3 different times because there was some issue with my browser!
Fun game! I like the art a lot and the platforming is fun! I really wish I could've pressed space bar to jump, I'm really not a fun of up to jump in platformers. I liked the additional challenge of the 2nd cycle levels. I think the laser hitbox lasts too long, I jumped into a laser as it was disappearing a lot of times and it was pretty frustrating. Overall I had a fun time playing thru the game tho. Great work!
Thank you so much for your feedback!
We planned to add input settings but the deadline put a lot of pressure on us and the one button card was behind the current control to be honest.
Same for the laser we noticed it was a bit unfair but was too late to fix.
Hopefully after the game jam we can adjust it to make it feel more fair.
excuse the wall of text, overall I had fun, but I have some feedback :)
I’m not a fan of “up to jump” so I opted to use a controller to jump with “A” — but “up to jump” is still enabled on the joystick, and I found it’s too sensitive which lead to a lot of misinputs. the same goes for “down to drop”, it’s too sensitive. other than that, the movement is solid and there are a lot of nice details like coyote time, input buffering and variable jump height (although a buffered jump always has full height if the jump button is released before the jump is started).
when it comes to the level design, some parts were really good and there was a great amount of variation in obstacles. however, other parts were not that good, as cycles didn’t seem to line up and obstacles seemed randomly scattered in some places. also, I think most levels were too long or just lacking checkpoints — since they usually had some difficult trick towards the end, it meant a lot of time spent replaying the early easy parts before getting to the challenging stuff.
I found Cycle 2 to be more interesting than Cycle 1, as it introduces dashing and more challenge throughout. in the end I quit during Cycle 2 Level 5, because I didn’t enjoy the offscreen lasers coming from multiple directions without warning, and it was a slog to get back there after each death.
I hope I don’t sound to critical, I think it’s a solid game and I had fun playing, but I wanted to share my honest feedback. overall nice entry!
Thank you for playing the game. I really appreciate that you decide to spend your time on our game.
These information about the input is something I was not aware of, and it seem that was the explanation why there was some sudden odd behavior. I think the best way is to add option setting in these cases.
I will be honest with you we kind of rushed the last two levels in cycle 2, we wanted to make 15 levels with well thought it and tested levels, but around the time we were close to the deadline that's when we said we try to put 6 levels, the last two cycle 2 levels were not tested properly. However, you gave us a good idea, adding a checkpoint for big levels is a good idea. Thanks for the suggestion.
No at all. I personally appreciate the honest feedback, and let me thank you again for your valuable time. Hopefully, if we had time, we will try to update the game with these fixed and also find way to add checkpoint in the big levels.
Nice game! Cool platformer. I liked the level design and the smooth controls(nice implementation of coyote time jump). The level transition animation is cool and the music is really good
I really enjoyed the gameplay on this cute little platformer. I do wish that there were audio controls because the game’s song played pretty loudly for me. I was also a little confused about the growing aspect of it. But overall very good job :) - ANTIHERO Harley
I loved the game, had a ot of fun, but it was a little complicated. I guess the theme twist was that your timer grows as you get the clocks around the level.

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