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.
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Approaching Midnight's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #15 | 4.469 | 4.469 |
| Creativity | #77 | 4.510 | 4.510 |
| Artwork | #110 | 4.612 | 4.612 |
| Enjoyment | #266 | 4.122 | 4.122 |
| Narrative | #1444 | 3.265 | 3.265 |
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
Comments
i see ur video on tiktok! the game was really great, good art,good music, really addicting!
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.
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!
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.
The artwork for this game was incredible! I also really liked this spin on a tower defense game! Nice job!!
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!
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!
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!!!!
very cool game! i enjoyed this very much and it has cool features!
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!
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!
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!
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! :)
The theme interpretation is very original and great, Art is absolutely fabolous and also sound design, it reminded me somewhat of "zumba", great game overral.
The animation is so smooth, and the sound is great too! The graphics are so cute!! This is my favorite game I've played so far!
Beautiful artwork and catchy music that gets you in the rhythm mood. Everything from the main game to the menus was so polished. Took me a bit to get the hang of the game but once I did it was really addictive and fun. I love all the little bug characters and learning they're different movement styles. I appreciate that you designed it so that the amount of dashes you have is display is on the clock hand. The upgrade choices were meaningful. Your team should be proud you made a really fun game. Fantastic job!
Nice game, very pretty. Very nice sound design. Might need a little bit of feedbacks. Revive didn't work for me (I died at the end of the day 7). End screen is broke (I got the 2 messages [win/lose] three times). Was fun.





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