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A jam submission

OverClockedView game page

Submitted by Mago Incerto (@MagoIncerto) — 1 hour, 8 minutes before the deadline
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OverClocked's itch.io page

Results

CriteriaRankScore*Raw Score
End-of-life plan#753.7263.857
Theme relevance#1423.3123.429
Overall#1872.8572.957
Fun#2212.4842.571
Sounds#2322.2772.357
Graphics#2352.4842.571

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Source Code URL
https://github.com/GustavoIgor/over-clocked

End life plan
Overclocked will remain downloadable on itch.io indefinitely, with no plans for removal. The full source code is publicly available on GitHub (see link above), so the game can be rebuilt, modified, or preserved independently of itch.io or any other platform, even if this page ever goes offline.

Transparency note
Development was solo. Some portions of the GDScript code were written with the assistance of Claude (Anthropic) as a coding aid — architecture suggestions, debugging help, and boilerplate generation — with all game design, gameplay decisions, art, and audio done by hand. No AI-generated art or audio assets were used in this project.

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Comments

Submitted(+1)

I think I'm pretty good at breaking games.

On my first run, I played normally and scored 88 points. Then I thought, "Wait... the enemies only get faster when you kill them. What if I just don't kill any?" So on my second run, I waited until about 100 enemies had piled up on the screen. Dodging them was actually pretty easy since they were all so slow. Once they were all grouped together, I wiped them out in one go. xD



Anyway, the game is pretty simple, but it's fun. :)

Developer

Really appreciate you stress-testing it this thoroughly, glad you had fun!

Submitted(+1)

I like the theme of the game :) But its just a simple top down shooter. Maybe if you added some power up or special moves it will be more fun to play.

Developer

You're right, I treated this as a side project, so I kept the scope simple. I'm not sure I'll keep working on it though, since I'm focused on other projects right now — but it's a great suggestion for whoever picks up something similar. Thanks for the comment and for playing!

Submitted(+1)

The setting is the whole pitch and you nailed it. The stage is a motherboard seen from above, in pixel art, and you can actually recognise the CPU socket with its pin grid, the vertical RAM slots, the black connectors, the screws. You're playing INSIDE a computer, and anyone who has ever opened a case reads it instantly. "High score chasers, eat your heart out" is a good opening line too.

The menu being integrated into the scenery is elegant, with the title and PLAY drawn onto the chip itself rather than in a floating box. The yellow bolts snaking along the circuits are nicely animated and read well against the grey board. And you save both SCORE and HIGH SCORE, which is the basic thing done right.

Then the problem: I died instantly in both runs, on 0 points, without understanding what happened. The CPU appears on the grid and the end screen is already there. There are no instructions anywhere, so I don't know whether I move with arrows or the mouse, whether I should stand still, dodge or collect. I tried arrows and got some movement, but the bolts caught me immediately.

Two more. Restart only worked on a double click, and the first few times it didn't restart anything, the end screen just sat there frozen with the bolts moving behind it. And because the CPU is a small grey square on a grey board, it's very hard to see where you actually are. A brighter colour or an outline on the player would help a lot.

Two lines of tutorial and a visible player and this goes from unplayable to good, because the concept and the motherboard art are genuinely strong. Also, downloadable indefinitely with the full source is a solid end of life answer.

Developer

Thank you so much for taking the time to write such a detailed review — this is genuinely one of the most useful pieces of feedback I've gotten, and I really appreciate it.

I'm glad the menu integration and the circuit board art landed well, that was exactly the vibe I was going for.

On the problems: you're spot on about the missing on-screen instructions and the player being hard to spot against the board — both real issues, and I can see exactly how that adds up to feeling unplayable at first.

As for the restart, that's interesting — I tested it directly on itch.io and didn't run into that issue myself, but the music does occasionally fail to play, so there may be some related timing/loading bug I need to dig into. I'll look into the restart flow specifically to see if there's an edge case I missed.

To keep things fair to other participants, I won't be making changes while the jam is still running, but I'll go through and fix all of these once voting ends — a proper tutorial, a more visible player, and a closer look at the restart/audio behavior are all going in. Thanks again for the thorough breakdown, it's exactly the kind of feedback that makes a project better.

Submitted(+1)

So I died the first time then just held the right button forever the second time.  Not sure if it helped my score but I don't think I can die outside of the boundaries lol 

Developer

I forgot the boundaries, it's a lame because it is a very simple thing. Thanks for the comment!

Submitted(+1)

My sugestion would be add boundaries because i was able just run forever outside i didnt even know what was happening

Developer

True, I forgot it. Thanks for the comment!

Submitted(+1)

The idea of cpu fighting the overclocking is so funny, and the game is also fun

Developer

Thanks for playing and for the feedback, I'm glad you liked it!

Submitted(+1)

the sounds really grated on me, i have a good ear and those notes really bothered me (sorry) ..the graphics are cute but I'm really not sure what to do i, it made me feel a bit stupid. :( 

Developer(+1)

Thanks for the honest feedback, and no need to apologize! Totally fair — I made the music under a lot of time pressure and didn't get to properly balance/mix it, so I can definitely see how some notes came across as dissonant.

And yeah, echoing what I said in another comment — the controls really should've been explained in-game instead of just in the description. That's on me, and it's a clear takeaway for next time. Sorry you felt lost, that wasn't the intention at all! Really appreciate you sharing all this, it helps a lot.