The art is really polished, excellent work!
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Clockwork Cottontail's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #14 | 4.769 | 4.769 |
| Audio | #21 | 4.359 | 4.359 |
| Overall | #57 | 4.179 | 4.179 |
| Seriousness | #255 | 4.026 | 4.026 |
| Enjoyment | #311 | 3.846 | 3.846 |
| Creativity & Theme | #532 | 3.897 | 3.897 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This is unbelievable lol - how on Earth did you guys manage to cram all this stuff into the game in such little time??? The art is incredible, the music is incredible, the level design is incredible. I can hardly even think of a single critique. I played all the way through, but I'm tempted to go again just to see more of the level design with different objectives!! I rolled hoops way more than anything else, and I still don't even know what the skull one does because I never rolled it haha. Balloons were really silly, the coins were super hard by the end, and my overall favorite was probably the ringmaster tbh, that felt like a really cool twist on the levels! Lava wasn't as threatening as I expected, but I only rolled it once and it was on the very last stage, so probably too small of a sample size. The only thing I will note is one spike tunnel in I think the fourth level seemed inescapable cause when I tried to jump off the spikes I would just start fluttering. Other than that, absolutely amazing!!!! No notes xD
I would say this is a pretty good entry for serious game jam.
Basically spin to change objective per level like coin collection or enemies.
Level also gets harder per progression.
This is really good visually. The concept was great too. I liked how the conditions were different when you replay the levels
Really beautiful game, loved all the art and sound effects. I thought it was a very clever idea to have every level have a random goal. I will say the platforming did feel a bit clunky and it took a while to get used to. Also I wished the randomness of the wand mattered more. I only ever saw three different spells and two of them basically did the same thing. I also wished there was some sort of indicator for when the dash recharged.
The artwork was gorgeous and the sound design was wonderful! However, I have a few critiques. Movement did not feel good; the character felt clunky to control and the platform edges felt very slippery (not helped by the character moving backwards every time they reversed direction). The hitboxes felt too punishing. Level design felt off as well; there was several instances in game where I was simply waiting for a very long moving platform to come back.
Beautiful game though! I'd love to come back after the jam and see how it develops with the feedback you're getting.
Also, kudos for managing such a large team on this project! I have no idea how I'd coordinate three programmers and as many artists and still have a unified style! Really well done on that front!
Loved the art and style, and the song was awesome too, cute bunny, and the interpretation of the random spells was cool.
Just didnt like the killing enemies feel, felt kinda cluncky
Cool art, gameplay, music and idea. It was interesting to look at the different levels in different combinations.
I wish I had a version of the game where even more things are determined by chance :)
This game looks amazing! so many assets and I'm guessing you really made all the six modes of play? Is great also the sound and theme. One thing that bothered me was the jump through rings, I think the collision detection of the hoop is a bit too small and you have to time your jump very precisely. I had tried a hoop from the left 10+ times and it did not work and jumped one time from the right and went right into it, which means jumping through hoops is not necessarily balanced for me. Also I'm assuming you did at least three modes of play (I saw the escape from that guy thing) but other wise I saw jump the hoop three times in a row! there was no restart button and no quit. I would suggest either adding probability skewing into the wheel to show as much players as possible new levels, like after two of the same to not show that same mode for a third time.
Hello, thank you so much for the feedback!!! Yes there are 6 win conditions, it's kind of crazy you got the same one 3 times in a row, but it's completely random so it's bound to happen sometimes I guess. Probability skewing would make sense, thank you so much for the suggestion! Also, there is a Restart Level button when you open the Menu with TAB or ESC, and it rerolls the win condition, so it's a good way of trying them all :). Thank you so much for playing we really appreciate it ❤️❤️❤️
amazing art style and music. enjoyable gameplay. Would maybe have liked a more creative idea, but regardless this game was executed very very well. Good job uwu!
Wow. Drawn in by the beautiful cover art half expecting to be hit by a bait and switch. Glad to see I was wrong! Music and sound fx are consistent, gameplay is fun and replayable, but oh, the visuals! Parallax, menu animation, enemies, wheel spins, truly an experience for the eyes that really immersed me in the game.
The art, animations and sound all were great. I enjoyed most of the different level modifiers and had a good time playing.
Incredible pixel art! It's quite impressive how robust the games system are. I noticed a few weird things, like fireballs homing toward coins sometimes. Overall very impressive. I just wish I got more events so I could have seen them all. Maybe have the wheel of fortune function on a strikeout system.
The game is really pretty! I like the aesthetic and the setting. The music and sound effects are also really fitting! The animation and VFX are also astounding.
The objectives are a cool way to spice up levels you've already seen, but navigating the levels under these different constraints was sometimes a little frustrating. Some arrows pointing to the next objective, or even the hat at the end would help a ton!
As examples, on a level with lava, I climbed up one path only for it to eventually be a dead end and for the hat to be below me, now unreachable. On another, I had missed an enemy and had to run around for a while until I could find them.
Overall, very solid entry though!
Fantastic art, loved all the visuals and the general vibe. I'm not a huge platformer guy so I'm not quite sure how to explain it, but something about the movement felt off, I think it was the amount or immediacy of friction when landing? I'm not sure that makes sense, but I know these types of games take a ton of hand tuning for movement feel which I'd imagine is tough in a jam environment.
Overall, very enjoyable to play, great work!






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