Play game
Clockwork Nightmare's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #43 | 2.627 | 2.938 |
| Execution | #44 | 2.460 | 2.750 |
| Game Design | #46 | 2.292 | 2.562 |
| Overall | #51 | 2.082 | 2.328 |
| Audio | #61 | 0.950 | 1.062 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.




Comments
Nice prototype! The character is quite well-modeled and animated. Transitions between the "pushing" hint vs. other walking is a bit abrupt, though, but it works and makes sense. Also kudos to the outlining of active buttons/etc.
Like others, I'm not a fan of top-down plus direction-specific WSAD movement. Took a bit of time to stop falling off the edges accidentally. :) But, thanks for bringing us back to the nearest box spawner. Perhaps don't allow the player to fall at all?
If you keep WSAD being player-direction specific, maybe it would be better to force movement to the nearest 45 degree angle? A lot of my time was spent nudging boxes into the proper direction so they wouldn't go at strange angles.
(An alternative is to just turn the world so it's always "in front" of the player. That could solve both control issues, assuming these are real 3D worlds and not clever 2D maps. But I understand that's a big look-and-feel change.)
Hope it wasn't just me, but I didn't hear any audio. Sound effects would help a lot too to provide feedback.
Another minor issue is that sometimes, walking near an open bridge shows the closed bridge for a frame. Nothing breaking, though.
Looking forward to more!
Hey, thanks for playing my game.
I’m exploring this style for the first time, surely I have made some mistakes. The fixed camera angle was intentional. I wanted the player movement to feel smooth. Side strafing wasn’t an option and making player face or move at a certain 45 or 90 degree felt too restrictive.
As far as pushing the boxes goes, yes I had planned a fix to make the box get nudged in the direction of the player. This would have improved the experience. Unfortunately, ran out of time!
These are full 3D worlds, so turning the world is an option. But, the games that inspired this idea are known to be clever at reducing what the player can see to spend more time on assets that improve that fixed camera experience. Which means, I’m open to 2D maps and partly modelled worlds.
Yes, couldn’t add sounds. I understand this is a big part of the game, that I could not find time to do.
Your feedback is extensive and valuable. I will surely consider improving on the parts you’ve mentioned. Thanks again!
Nice job - The controls took me a little to get used to, but I was easily able to learn. One thing that was a bit tough is if a box got positioned diagonally, it wasn't possible to push it back to being aligned very easily. But that added to the difficult, I suppose! Anyways, you strung together the animations nicely and managed to pull off a fun little puzzle platformer, and you did a good job giving clear instruction at the beginning of the game what to do and where to be.
Hey, Thanks for trying out my game.
I wanted to make the pushing a bit easier, but ran out of time! Appreciate the feedback!
The outline shader is an excellent choice, and you did a great job on incorporating animations :) I didn’t play anything with tank controls in ages, so I a hard time getting used to it. Maybe it would also have been easier to play if I could pick up the boxes, so the movement of them becomes less fiddly.
Hey, Thanks for playing! Yes I had quite a few things planned to smooth out the game. But I couldn’t control the scope creep and had to settle for less. Anyways, appreciate the feedback!
One question. Why Tank Controls? Just don't get it
Hey, thanks for trying my game.
I wanted to try something different for this game. Tank controls meant no strafe and I liked the idea of being able to turn smoothly. Although understandably, it might have made the controls a lot more difficult considering its just Keyboard. Will probably try to make it better using mouse pointer or so.
There’s a setting that allows you to control the turning sensitivity, if that helps.
I like the animation and edge detection!
Hey, thanks for try out my game! Glad you liked the animations and edge detection (I spent far too much time on them :P)
Really great artwork and animations! The shadows were neat too. The tank controls plus precision of pushing the boxes made this a bit harder than you probably intended.
Hey, thanks a lot for trying my game. Glad you liked some of it!
Yes, the tank controls surely made this much harder than I expected. Will think about ways to improve that.