Play game
Click-o-Calypse's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity / Innovation | #4 | 4.207 | 4.207 |
| Audio | #6 | 3.793 | 3.793 |
| Visuals | #15 | 3.966 | 3.966 |
| Overall (Fun and Playability) | #26 | 3.172 | 3.172 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How was the theme(s) implemented?
The setting is retro-futuristic, there are also dragons of sorts and late in the game comes a bit of cleaning up after the hero
Where did the assets come from?
Homemade graphics
Most Graphics were created by the team during the jam
Home-brew audio
Most Audio was created by the team during the jam
External graphics
Some graphics assets were downloaded or made prior to the jam
External audio
Some audio assets were downloaded or made prior to the jam
Leave a comment
Log in with itch.io to leave a comment.







Comments
Wow this was incredible. Clicker games in a way are like a distillation of RPG mechanics, so it was really cool seeing them brought back into an RPG context. It probably took me around 10 minutes or so to figure out exactly how all the mechanics worked. The boredom mechanic and having the battles play on auto is another great way the clicker game theme is brought into the fold.
The Break Free easter egg blew me away as well. That could have been an entire jam entry on its own. It was very tense, and the (narrator?) creature was super creepy. Was the implication that I was one of those creatures all along as well? Did the clicker games turn me into that?? It's amazing how that whole sequence is optional, and it has some sinister implications for rest of the game world. I found myself having flashbacks when I went back to finish the main ending haha.
This has probably some of the best and most responsive crawling controls in the whole jam. The input queue might have been a bit overkill for my tastes though.
The narration is great and funny but sometimes it was hard to tell what element the narrator was commenting on, as they would get interrupted by different actions I would take.
Also, for the second half of the robot world, I got stuck with one of the v3 enemies with me for almost the rest of the game. It was blocking almost all of my attacks and I was blocking all of its, so it sort of was stuck with me for a while. That sort of made it easier to walk around without worrying about boredom for a while, I feel like that probably wasn't supposed to happen?
Thank you very much for your extensive feedback!
We totally agree that the on-boarding early in the game needs a lot of work and is something we’ll try and fix after the jam as well as balancing the difficulty so that it’s not that unforgiving early on and easy during later stages. And at least ensure fights will always end. You might have been able to spend the time upgrading your equipped weapon to max and then get somewhere with dealing damage, but I agree it shouldn’t be like that.
Very glad the creature was scary to you and honestly we sort of ran out of time and what we in pure panic made as an ending does have that implication yeah.
NIce little game. I was surprised when it switched to a completely different vibe!
The art and audio were nice, I just got a bit confused at the beginning about what I was doing, how did the boredom progressed (even thugh I kinda had an idea). And then the feeling away from the monster part was fun. I got lost a bit in the labyrinthe but... that's the goal of the labyrinthe.
Nice job
Yeah that beginning is on the top of our todo list! Glad you liked it.
Superb entry! A few tweaks to the audio balance / subtitles would be helpful for me but, it didn’t detract much from the experience.
Sorry I couldn’t help but go to the right! :P
Thanks for making this entry!
You can watch my playthrough here: https://youtu.be/SQmFh5TorxI
Thanks for the video coverage of the game!
I think at some point you must have pressed the
Mkey which mutes the music - that’s why it dropped out suddenly.That was fun! The narrator was fantastic. I laughed out loud at "It was quite obvious to everyone besides Jet".
At first, I thought the combat exclamation marks were nice for knowing where I've been - then noticed they came back when I healed, and that seemed fine, except, then it seemed they came back even when I hadn't used a healing station, which confused me, and then I went back to being lost.
The names of items were great, I'll not trade my soiled cardboard hat for anything! I tried going for a dodge build instead of defense on a couple of my lives, but it didn't seem to work, I just got torn up :D. I went back to just choosing increase to defense and it was good. It seemed the green/red plus/minus on DPS didn't show right (often said it was a minus to DPS but actually was much higher than what I was wielding).
I liked the incremental game integration with ambient combat, felt rather fresh. I really appreciated the auto-clicker.
Later half of the game didn't come as much of a surprise to me, but I loved the visuals, especially the environment. Unfortunately I did not know these halls as well as some of my colleagues professed to, so I spent quite a while wandering about, but eventually found all 4 dragons, for the third time, and won.
Really enjoyed it, nice job!
Yeah the exclamation marks are on a steps-timer until they return. It was our fast solution for not soft-locking players in the clicker act if they were unlucky and ran out of easy enemies and still needed some.
The DPS calculation in the UI is based on rolling the outcome a few number of times, because I don’t know the math to actually calculate the expected average of this system. Way to complex. So the estimation error is unfortunately quite large in this build. We’ve fixed that already for our next version so that the error is much smaller.
Somehow, I managed to finish the game and I’m glad I did. I really liked the visual style of the first location and the overall texture work. The bookshelves, in particular, look incredibly volumetric. Is that all done on a flat surface with just normal and mask maps? If so, that’s seriously impressive.
The lighting is vibrant and juicy, with pleasant background animations throughout. The main menu is beautiful. I loved the futuristic font and the rocket landing animation. The sound design is solid, and the voice lines were fun, giving me strong The Stanley Parable vibes. The first part of the game felt comedic and playful, which I really enjoyed.
I wasn’t entirely sure how my progress in the first part affects the second part of the game. Is there a point in doing certain things before the stealth key mission? And are there multiple endings? The one I got felt quite bleak, so now I’m wondering if there are alternative outcomes. I also didn’t fully understand what was happening in the world or why things were the way they were.
One thing I didn’t enjoy was the enemy “attack” animations in the darker part of the game. They felt quite disturbing and unpleasant, but more importantly, they were hard to read. It wasn’t clear when my character actually took damage at first, it seemed like enemies just walked past or stepped over me without hurting me, which made me less cautious than I should have been. Only after seeing the “you died” screen I realized those animations were actually attacks, and I adjusted my behavior afterward.
The idea of awarding suitable amount of XP to yourself as you play is new for me and pretty engaging
It was an interesting experience. Thanks for your submission!
Thank you for such detailed feedback. Really appreciate the time you've taken to play and share your experience.
The bookshelf is indeed a flat surface, however it has both a baked normal and height map, which is a parallax effect (rather than tesselation created geometry). Below is a screenshot of the material channel for that asset if you're interested:
I'm really pleased to hear that it had the intended effect for you, it took quite alot of effort to put some of these together and it's nice to hear it paid off.
There is no real tie in between the two phases - other than being able to explore the world in relative safety (and with more light!) which should in theory make navigation easier when you go down. The player can choose to break through at any time and it has no impact on how the second phase plays out. There is just the one ending, it was a very late addition on the last day. We hadn't really worked out the lore in truth either, and this entire project was hugely overscoped. The broad idea is that the first phase is a simulation to keep the player placated. The player then breaks out into the 'real' world, but then we thought it might be interesting if you were the monster all along!? Honestly, we didn't get much further in the plot than that, so you have my apologies.
I completely understand regarding the enemy attack animations. He was quite experimental and uses an inverse kinematic rig rather than a conventional keyed animation. As such we had to animate him exclusively by moving targets for his various bones to point at. As such some of the animations are quite thrown together.
Thank you again for taking the time to write such detailed feedback, and thank you for playing :).
Thanks for sharing the maps, that's cool! I also quite liked the bookshelves and the padded cell that felt so much like home =)
What an experience! I went in without reading the game page at all and was able to fully enjoy this bizarre world without any context, which was an absolute delight. The environments are varied, surreal, and the 3D background is gorgeous. I loved the Stanley-Parable narration style, and the retro robot enemies are really cool.
I enjoyed the fact that combat doesn't prevent you from moving and that you can chain them, especially near the end when you're overpowered. The game was a bit on the easy side, but I enjoy that kind of chill dungeon-crawling a lot. I didn't understand why I was destroying Apple ][ computers, though.
It's a splendid game, great work to you all!
Glad you liked the clicker/stanley parable-esque act of the game. It sounds as you played that to its end, which is actually a false end. There’s a way to progress to act II through interacting “correctly” with the clicker part that then hopefully also explains why you are destroying those computers.