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Cecilia Immergreen and the Clockwork Nexus's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #1 | 4.400 | 4.400 |
| Gameplay | #1 | 4.852 | 4.852 |
| Theme | #2 | 4.444 | 4.444 |
| Ambience | #2 | 4.593 | 4.593 |
| Innovation | #8 | 4.185 | 4.185 |
| References / Humor | #14 | 3.926 | 3.926 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The game is incredibly polished and well done. My build is unkillable and I can keep picking up items without a worry. A point of improvement would be to add an interact key when close to the items. I was touching items and not picking them up at the beginning.
How does this game run on my Casual Linux laptop by not my dedicated gaming PC? Oh well, i'll get bck you you when i've plated the game
EDT: OKay, played the game. Got too cokey and lost a 20+Min run due to not paying attention to time. Ironicly the winnign run right after that Showered me in revival items, its like the game knew
honsetly i don't know what to say about this one. In my experience throughout these jams, every once in a while you find a game that's a real Gem thoughout the Jam entries. Like, one that makes you think "This was made in two weeks?!" I belive this is one of those this gems. That being said i do earnestly love the flavor of game jams bring, Its fun seeing peoples learning process and what they come up with and make in time alloted, and honestly if they make something nice that's just a nice bonus! (Least that's what i tell myself). Yet this is so polished it makes me look forward to what the team comes up with next.
Wait, am i going to have to say this for every game i find like that? Oh hell with it i'll think of a short version. Either way, good job, honestly one of the best games i played this jam!
If your dedicated gaming PC is a Windows PC, there was an issue with the version of GameMaker Studio I used IIRC that would just make certain versions of Windows run any GameMaker game really slowly ^^;; otherwise I'm not certain, I included the low VFX option to hopefully help with any potential lag.
My Gaming PC is also Linux (got scared of the dangerous updates lol) And i built it for games. yet for some reason it couldn't run it. Like, not run slow, just not at all. but my Laptop (also Linux) Ran it just fine. Oh well. Either way, updated my review and played it. Oh crud i played it for an hour.. welp. What do? It was fun what can say?
This is fantastic! I had a skill issue, so only got to stage 2 after half an hour, but I'm definitely going back to play more.
The gameplay is very polished, the art, sound effects and BGM are amazing, I would have a hard time to believe it took 2 weeks to make if I didn't see the process.
Love it!
This is an extremely polished game for a game jam. It took a little bit to understand what I was supposed to be doing and that I can hold down left click instead of constantly clicking. Outside of a game jam, if you're going to work on this more, there's some feedback that I have for improving this to be even more solid:
- The spin move is probably too strong as it is right now due to the low cooldown. I think increasing the time it takes before you can do it would make it more strategic on when to use it.
- Enemy projectiles are pretty hard to dodge up close. I think the speed of the projectile is fine, but maybe have a slight delay before it fires where it tracks where the player was when it's about to fire. In this way, if you're circle strafing and hitting them, you won't get hit, but if you don't move, you will.
- Speaking of enemies, more enemy types would definitely help.
- The input is a bit inconsistent for the menu. I was pressing Esc to try to back out, but that didn't work. Pressing Enter didn't select the menu choice, but I think it worked somewhere else.
- For balance, the first 2 levels felt about right with just enough tension with how much time you should spend on items vs the time remaining to get out. The problem is after getting enough items and with the enemies spawning, there's no longer any risk of losing time later on. Since this is following the Risk of Rain approach, you can copy what they did with every level you advance also increases the cost for the items. In this way, you can still get a ton of extra time to work with, but items will also begin taking a larger chunk of that time and will still retain some of the tension in the first levels on whether to buy items or leave.
- Definitely include a gallery for found items. I wanted to read the descriptions outside of the hectic gameplay.
Really good job with this!
Amazing. That was extremely well polished, a lot of fun, and looked great! I loved all the references with all the items, and I had a lot of fun. And using time as your currency is such a cool idea, it works out so well here.
I was going to just make one or two quick attempts, and then write this because I knew I could spend a long time playing to find the God Run where I make all the stupid choices but get away with it... But then I got the God Run and spent almost half an hour on that run.
I would 100% play a full version of this, it was a lot of fun, and I could get lost for hours.
Also, just a funny interaction, it was hilarious to activate a blood altar to get more time, only for Gigi's tail to go defend me and sic a Grem on it for me. lol