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A jam submission

Approaching MidnightView game page

Protect the old grandfather clock from the enchanted bugs and survive until midnight!
Submitted by Vincent Will, Claraknurrhase, sputniklas, GeminiSharon, Fajooo — 1 hour, 12 minutes before the deadline
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Approaching Midnight's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#154.4694.469
Creativity#774.5104.510
Artwork#1104.6124.612
Enjoyment#2664.1224.122
Narrative#14443.2653.265

Ranked from 49 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?
you play a clockhandle defending yourself from giant bugs before midnight.

(Optional) Please credit all assets you've used
see description for full credits

(Optional) What would you like to be called if GMTK features your game?
Team Breadspread

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Comments

Viewing comments 45 to 26 of 45 · Next page · Last page
Submitted(+2)

I did it, I beat the final boss on the fourth try! My initial strategy of maximizing damage didn't work out, for the winning round I maximized healing upgrades for the different fields, that did the trick! It was still close though, the final boss had me down to the last hit as well. Nailbiting finale!

So yeah, very good game! Great creative take on the countdown theme, literally defeating the enemy with the clock hand! I like the game design here a lot, with the enemies moving at different speeds it was really a puzzle how to advance safely, especially when you don't have the damage spots that take care of them for you. There was some real strategy involved in when to advance and maybe just tanking a hit in favor of advancing faster, I like that. Art is great as well, I like the cute critters and how much the clock hand enjoys its spiking, I thought those animations were neat. And of course the audio design, matching it all to the gameplay, that really gets you into the groove. Great job all around, very well done!

Developer(+1)

Yay, great job!! And thank you so much for your kind words :)

Submitted(+2)

Very creative, even with such a simple mechanic there's a fair amount of complexity. I'm glad the enemy movement patterns start including ones that move multiple spaces because in the early levels you can spam the back button to always take out every enemy. That doesn't remain the case after a few rounds, which makes it kinda an exploit you can only make use of in the early game and then you're forced to abandon it, which is neat.


There's also so much polish! All the smooth gliding UI elements and the enemy animations and extra background details, it's all great. And the music's perfect, the clock ticking being incorporated into the music sounds so good.

Developer

Thank you! :) thats what we figured as well, the worm is supposed to shake things up a bit. Even though it can be a bit tough to deal with, i think its an important addition!

And thank you again for your nice words on our visuals and sound, we worked very hard to get as much polish in the game as possible! <3

Submitted(+2)

very cute and creative concept! Some more roguelike elements would make this even better, whether it's more passive abilities or something active like rewinding more than one second or something. I loved the artwork though and it was satisfying to have the ticking line up with the gameplay

Developer(+1)

Thank you for your feedback! :-) I also love the idea of active abilities in the game, maybe i will find time in the next weeks to implement it

Submitted(+2)

The game is really cool and creative the art and sound is great it just is a bit hard (I can not really be talking but whatever)

Developer

Thank you! Im glad you liked it and that we can both agree on our games being somewhat difficult :D

Submitted(+1)

I found the controls to be confusing? It seems like if you mess up even slightly you just get swarmed quick. Still fun and cool idea, love the theming and style! 

Developer(+1)

Hey, im sorry to hear that you struggled with the controls! Thank you for your feedback, i will try to incorporate it into the level structure and tutorial for the post jam update. Hope you still had a good time playing :)

Submitted(+2)

Great game, would love to see more of the rogue-like elements take a bigger role with the fields etc. in the future. The core gameplay loop is unique and fun.

Submitted(+3)

i see ur video on tiktok! the game was really great, good art,good music, really addicting!

Developer

Thank you so much! :-) Im really glad you like it

Submitted(+3)

Really beautiful art and audio! Was initially a bit confused as to why sometimes spacebar would work and sometimes it wouldn't, but I understood it after a few goes.

Developer

Thank you so much! I tried to update the itch pages how to play, the ingame tutorial is a bit lacking at the moment. Im glad you figured it out eventually!

Submitted(+3)

great work, definitely one of my favorites this game jam

Developer

Thank you! That means a lot :)

Submitted(+3)

This was a really amazing game - I've never played anything like it, and I really thought that the artwork and the gameplay really complemented each other very well. Great work!

Developer

Thank you! :)

Submitted(+3)

The artstyle was super charming. I loved the countdown being formed by stars. Very nice touch. I was a bit confused on how to properly deal with each enemy type and it felt like I was brute forcing it at times but overall amazing work.

Developer

Thank you! Yeah its definitely not easy to read their pattern but im glad you had a good time!

Submitted(+3)

The artwork for this game was incredible! I also really liked this spin on a tower defense game! Nice job!!

Developer(+1)

Thank you so much! :)

Submitted(+3)

Fun and really satisfying game! The art and sound effects were really nice. One heads up I lost, I think, after a while of playing and I had both the win message and the lose message on my screen. Otherwise very well made and polished game, the music was a banger too!

Developer

Glad you like the game! And thanks for your feedback, i forgot to turn of the win message visibility :') so its just a visual bug

Submitted(+3)

why this game has so few ratings????? this is a masterpiece! i played it for an hour!!!

Really really well done, the artwork and the rythm is fantastic!!!! I love it!

Developer(+2)

You gave us one and thats awesome! Thanks a lot! Really glad that you enjoyed it :) 

Submitted(+2)

why this game has so few ratings????? this is a masterpiece! i played it for an hour!!!

Really really well done, the artwork and the rythm is fantastic!!!!

Submitted(+3)

very cool game! i enjoyed this very much and it has cool features!

Developer

Thanks! Glad you like it :) 

Submitted(+3)

Dope!

Developer(+1)

You´re Dope!

Submitted(+3)

Really creative gameplay! Also, everything feels very cohesive, and the sound design especially really caught my attention because of how satisfying the game sounds. 

I had a hard time getting past Day 6 or so. Because the enemies never stop spawning, choosing between defeating them to not take damage or advancing the clock felt very hard to me, though I'm not sure if was missing something strategically.

Overall though, great game!

Developer(+2)

Oh thank you so much!! Yeah, it takes a bit of time to find the right balance between taking damage/healing, killing enemies and finding gaps to move on. Greetings from the sound guy :D

Submitted(+1)

Hey there! I really liked your work on this game, so I wanted to ask you something if you don't mind.

I feel like the volume of my mixes often ends up sounding different in web builds than it does in my DAW. How do you usually handle mixing and implementation for jams? Do you mix the BGM and SFX to a specific loudness, or mostly by ear? And do you usually implement the audio yourself, or do you work with the team's programmer(s) and have them adjust the levels in the engine?

I'd really appreciate any advice you could offer, but of course no worries if you don't have the time!

Developer (1 edit) (+1)

Hey! :)

Great questions! I feel like there is quite a difference in doing this from jam to jam, so hard to say in general :D But I can tell you a few things I did for this game.

Regarding the workflow - I mostly implemented the sounds myself to have more control over it, but always in communication with our amazing programmer Vincent so everything runs smoothly :) Usually I work with audio middlewares, this time I tried out Godot‘s audio player and features though. Works great to a certain degree - for finetuning the audio mix I would have preferred a middleware to be a bit faster :D As a consequence (maybe?) I had a few categories in mind to mix the sounds into. Kind of a top down approach. The front layer are the important gameplay sounds that give the juice and satisfaction (clockhand sounds, enemies). Then the rhythmic layer, so music and other elements that go with the beat. Then the background layer, that help make the game feel alive and responsive (ambience, UI). Each layer has its limitations to volume and freqency range to make it all fit together. I mixed rather loud (but not a specific loudness) because we managed to put volume sliders into the game - so better to have it loud and go quieter then have it quiet and you can only go quieter. Regarding the difference between DAW and web build, I don‘t really know :D 

Hope this helps!

Submitted(+1)

Yes, this is very, very helpful!! I'll study the implementation options a bit more in-depth and discuss them with our programmer, because I think that could save both of us some time during jams. I'll also keep your workflow advice in mind for future projects. 

Thank you so much for taking the time to write such a detailed reply! Have a great day! :)

Developer

Sure :) Have a great day aswell!

(+2)

such a cool concept and a fun twist on the typical tower-defense-game! a bit of a learning curve, but so pretty and so much fun to play!!! the f***ing worms always get me 

Developer

Thank you, and im sorry for the worms haha :-)

Submitted(+2)

very cool game

Developer

Thank you :)

Viewing comments 45 to 26 of 45 · Next page · Last page