Great game, very polished.
The main mechanic is great and the idea to build your actions during a cycle it's very interesting.
Great work!
| Criteria | Rank | Score* | Raw Score |
| Creativity | #88 | 4.496 | 4.496 |
| Enjoyment | #149 | 4.248 | 4.248 |
| Audio | #731 | 3.675 | 3.675 |
| Artwork | #777 | 4.137 | 4.137 |
| Narrative | #3432 | 2.679 | 2.679 |
Ranked from 234 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 countdown is player's weapon. Player get to schedule what each moments in the countdown does
(Optional) Please credit all assets you've used
Game, Art & Design
Bryan Han (Me)
Music
Tallbeard Studios
Fonts & Cursors
Kenney (kenney.nl)
Game Engine
Godot + Aseprite
(Optional) What would you like to be called if GMTK features your game?
Bryan Han
Great game, very polished.
The main mechanic is great and the idea to build your actions during a cycle it's very interesting.
Great work!
To make your mechanic shine I would limit slots to the 12 hours, nothing in between. Make each element more impactful and having the ability to upgrade each one. Remove the fact that some decay.
Hi, I know it's been a long time, but I want to thank you for the feedback. I implemented this, hoping to make the clock-reading more meaningful. I added this to my recent dev log.
I also have people complaining about: 1. not being able to focus on both the clock and character movement; 2. in later games, the dials are full of items and the game becomes a less skillful bullet heaven + dodging game. So I added a secondary mechanic: time moves only when you move, so the game plays mostly the same; the player just has time to stop and read the clock.
If you are still interested, give it another try :)
Scheduling abilities around a spinning countdown is a fantastic combat system, and combining that planning with live positioning creates loads of strategic depth!
This is my FAVORITE game from the whole jam. Complex. Creative. Fun. Amazing. I love it so much. I understand you wouldn't have the time for this but I think this game would work even better as a rogue-lite rather than a rogue-like because damn it is hard. I LOVE IT though. So good.
Thanks for the experience, one of the, if not the best balanced games in this jam. Also a shocking amount of content. I wish I would've gotten the supernova and the rare temporary to permanent upgrade, something for the completionists lol.
Thanks for the experience, one of the, if not the best balanced games in this jam. Also a shocking amount of content. I wish I would've gotten the supernova and the rare temporary to permanent upgrade, something for the completionists lol.
the actions being on an actual spinning clock is way more creative than what I was cooking. fire
Wow, amazing game. The art is so cute and the overall game looks so pulished ofr being made by one person in such a short time. My only complaint is that I think it would be better to have a button for dash instead of being an ability triggered by the clock
very clean take on the concept! a little easy though, and not much replayability.
Cool game, though dodging feels really bad in this game since you can't really control when you want to dodge. It just happens
I knew even as soon as I saw the two characters posing around the play button this was going to be special.
I ADORE the sort-of two-tier level of complexity, where on the one hand you're choosing the schedule of abilities, but then in the moment-to-moment you're deciding how your positioning affects the way the abilities interact.
So many little details, the slight ghosting effect on the dial-hand, the way the SFX give a really intuitive sense of round progression, it's all so well-excecuted and clean; and the mechanic is so unique and on-theme.
Incredible entry.
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