Game is pretty tough. Nice art and audio. Might be good to make it a little more more clear where to jump in the start. Also the ledge grab mechanic seems a bit fiddly. I kept getting stuck on ledges grabbing them when I didn't want to, specially in the second stage. Oh and I also really like the zoom out thing when the stage starts.
Here's a vid if you want to see me struggle:
Play cogwork game
Like Cogwork (Jam Version)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #2082 | 3.293 | 3.293 |
| Artwork | #2494 | 3.565 | 3.565 |
| Creativity | #2529 | 3.685 | 3.685 |
| Narrative | #3883 | 2.576 | 2.576 |
| Enjoyment | #4661 | 2.924 | 2.924 |
Ranked from 92 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The entire building is on a countdown (synced with the music), once the count reaches 0 you die!
(Optional) Please credit all assets you've used
https://ohyhei.itch.io/a-smoke-sprite-sheet Neat smoke spritesheet thingy
That's it ! I made everything else myself ^v^
(Optional) What would you like to be called if GMTK features your game?
Reqo!
Comments
I really appreciate the gameplay video !!! Helps a lot figuring out what i did wrong/what's unintuitive ^v^
The game's difficulty mainly comes from a lack of good explanations (some of the controls like [S] to fall faster aren't explained at all ingame inside the jam build) and some really badly tweaked platforms (the ledge mechanic felt bad because the hitboxes are really messed up lol)
The final jam version ended up really janky to be honest xD
Glad you enjoyed some of it though ^^ Thanks for playing !
I was wondering how the game would apply the theme and then it clicked (heh). It's definitely rough around the edges but I already love all the movement you can do, and I love the art style, even if it is also a little unpolished.
While I do like the starting "everything is zoomed in until you turn the cog" thing it's a little too zoomed in, and probably shouldn't start zoomed in after your first attempt. The dash tutorial was also confusing since I don't know what button MAJ is. I think it's shift?
Overall the game is really fun and I had a great time. There's a ton of potential here!
I definitely need to make the initial cutscenes/tutorial sections skippable in some way, from what i've seen it gets slightly tedious after failing levels multiple times 🤔
I meant to say SHIFT when writing MAJ too yeah xD
I'm going to experiment with more platforming mechanics/polishing the movement until it becomes really satisfying to play, plus i really like the idea of platformers having obstacles that move with the music's rythm !
I really want to explore how much i can create with that concept in mind ^v^ Thanks for playing !
Very fun platforming idea with a cool way to incroporate the "Countdown" theme. Like others have said, it would be better if there wasnt a tutorial everytime, however it's still enjoyable.
The music and art fits the game pretty well! The mantling system felt kind of strange though, and I wish we didn't have to start at the "zoomed in tutorial view" whenever we died. :/
Fun game! I think the premise is really interesting and with some polish could be something even more enjoyable.
The mantling system threw me off a few times, maybe something to make it optional would be nice (some keybind idk) instead of on every corner.
I also found myself on the other side of the clock hand when I got hit a few times, not sure if that was intentional but it made some of the platforming puzzles a bit easier.
Regardless I had a good bit of fun playing it and good work!!
One of the most unique games in the jam and the way it uses music is outstanding! I love how the clock hand goes along with the beat! Level 2's style is my favourite but it's a shame level 3 is unfinished because the way the clock hand goes back and forth is awesome. The art style is pretty cute and very unique, the movement is solid and I like the way the levels are selected. The way the screen size and brightness increases when you turn the first cog is really cool, so is the way you have to loop round the map to avoid taking damage!
The ledge grabbing is a great mechanic but I think it's maybe TOO easy to grab a ledge? Because sometimes i felt like i was nowhere near a ledge yet by pressing space even near it i suddenly climbed it which often led to me taking damage. Also I may have run into a bug on level 2, i fixed the bottom right cog last which opened the door but then i accidently fixed the cog again which closed the door and i just had to outlast the timer at that point. Maybe the clock hand's hitboxes can be a bit too big at times? (i felt like i didnt even touch the little clock hand in level 2, yet i took damage but it may just be a skill issue) But otherwise it's pretty darn cool.
Omg thanks for the lengthy comment !
Almost all of the hitboxes (be it ledge hitboxes, clock hitboxes and even the player hitbox) were VERY MUCH unpolished when i uploaded the final rating version of the game, ledges stick out WAYYY too far, the first level's clock was about twice as fast as it should have been, and a bunch of broken code makes the overall experience pretty janky lmao
(for instance, if you hold left click when fixing cogs it'll play the animation twice, and waste your time -w-)
There's also a few ways to clip outside the walls that i didn't manage to catch, and all around the movement/animations both will need A LOT of tweaking before they'll start to actually feel good
(ledge animations are also pretty lacking, and ledge jumping needs a buffer really badly)
(also the little clock hand in level 2 had a hitbox that sticked out the very tip of the hand, which ended up being super unfair lmao, definitely not a skill issue from your part xD)
Messing with the clock's direction is one of the ideas that ended up on the cutting room floor since i had a ton of issues making the clocks actually tick to the beat of the music, but i'm happy that people seem to like the concept, i feel like there's a ton i could do to make interesting rythmic patterns/compositions and such ^v^
Thanks for playing !!! You can't even imagine how much i appreciate getting comments like yours💜💜💜
Incredibly lovely little game, the art is absolutely adorable and I love the lil mouse. This concept is awesome and I really hope you take it further in the future, this would be incredible with more levels and slightly tighter controls (because they feel a tad floaty currently). Can't wait to see where this goes, and I love getting to jump off ledges and gears and dash in a dance with the clockwork hands that come for me ever so quickly.
I feel like the controls mainly need to give more feedback when moving around (ledge-jumping, landing, changing directions and even dashing all are super barebones and need a lot of tweaking since they don't really feel satisfying to use/execute yet)
There are just so many directions towards which i could experiment to make more interesting levels ^v^ Messing with the clocks rotation, multiple clock-hands that tick at different times (polyrythmic stuff), making a waltz level where the clock goes 1-2-3, 1-2-3, and like the 100 different other ideas i've got in my mind
I really want to see how far i can take the concept xD
THANK YOU SO MUCH for playing !!!
Really cute little game! I think with more time in the oven for polish (that ledge grab is a little aggressive) and some more levels/mechanics this could be a really fun and really unique little platformer!
Movement is pretty janky but the idea is interesting, sometimes it is a bit difficult to tell where the clock hands are gonna go or if you're able to keep up, but for what there is it's a fairly inventive little game with some pleasant visuals and sounds that clearly have a lot of ambition behind them. Good job!
pretty janky but i have to rate this highly just for how ambitious it is, it really feels like the seed of a full scale indie passion project, there's clearly something here and i'd love to see you pursue it. also the music was incredible
I really do want to experiment further with the platforming-side of things of this game, i'm mostly working on polishing/tweaking every single issue that was reported to me (thanks to all the great feedback i've received) but afterwards there's a bunch of platform-y things that i want to try and make 👀(cogs that would send you flying, giant hammers that come crashing down on the rythm, etc)
I feel like i could make something really fun by fixing up the jankyness and leaning further into the platforming aspect, all while retaining the rythmic elements of ticking clocks, timed obstacles and the whole "fixing cogs/mechanisms" shtick 🤔
It IS a pretty ambitious project but i'm sure that if i take it one step at a time, i'll get somewhere eventually ^v^
Thanks for playing !
Such a cute and well sounding game! My only gripe with it was the fact that the grabbing was a little inconstant. Also thank you 144p Mario for bringing tons of jammers hydration during these hard times.
Great concept and cute art! I definitely struggled with consistency on the platforming, but that's probably because I'm bad at platformers.
great game! The art is really good and the feedback on turning the cogs is satisfying. also... ledge (bumping the word count)
Very creative game, movement was a little clunky at times but still fun. Great job!
I really loved this as a sort of rhythm game platformer--it was super satisfying to turn a cog with the beat of the music as the clock dances along, but it feels like I'm fighting against the controls more than I am against the level itself. Trying to go down is especially frustrating because of how you automatically snap back up with a ledge grab, and it's really easy to get stuck on level 2 when you're being chased by the clock.
Most of the comments in here have been some variation of people having issues with the controls/ledges being too generous, and i do agree some fixing is in order x)
The second level really needed to have an explanation on how to fast-fall, since falling down fast is really important to stay away from the ticking clock ! I should have put a little tutorial explaining how holding [S] allows you to fall faster without grabbing ledges, it makes this level HUNDREDS of times easier -_-
Thanks for playing ! It stings to have so many people struggle because i didn't explain the controls well enough but welp, can't do anything about it now ^v^







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