I can see this game going far in the levels and the storytelling. You could create a whole story around it. I couldn't get past a lot of levels (I played on mobile so the projectile was quite small). I found the tutorial hard, maybe just the big red piece in the middle is enough of an obstacle?
Play game
Overclocked: The Breach's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #607 | 3.694 | 3.694 |
| Audio | #2587 | 3.177 | 3.177 |
| Enjoyment | #2849 | 3.306 | 3.306 |
| Creativity | #3334 | 3.516 | 3.516 |
| Artwork | #4724 | 3.032 | 3.032 |
Ranked from 62 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 are infiltrating a bad corporation's networks to expose their dark secrets. You are navigating their digital systems, you need to get in and out before they track you down. Every second counts.
(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?
Andres Mora (Solo Dev) ... also I'm starting The Pixel Pub, so that also works (thepixelpub.com)
Comments
Hey, really loved this, I think it's got real potential - I played for quite a while just because it was fun!
A fun mechanic for a mobile game! I think the difficulty curve and control sensitivity could do with some balancing but the mechanics are sound. Great work!
Quite a tough game! i think it was mostly just due to the dragging not immediately stopping your velocity, but besides that the rest of the game was really fun! lovely visuals and good polish too, narrative was decent and all. Overall really neat entry!
Thanks for playing it and for your feedback!
Yeah that not stopping immediately was a design decision. I wanted for the slow motion to NOT feel like a free shot, because if it was, it would feel like a mini golf game. I wanted it to feel like a real time challenge. But I do think there is a sweet spot somewhere in between, I'll continue adjusting it and try to make a mobile release of a fuller gamer.
This was a lot of fun to play and seems to work really well on android if a bit more tricky. Fantastic entry as a solo developer! Well done!
Wow this is such a big game for a solo dev in just 4 days, and everything is great and satisfying! Though i have to leave a criticism.
The gameplay is a bit rough, sometimes the slowdown isnt slow enough and the hitbox feels way too large (but this issue mostly only for one level with the tight spaces and the first key) but still that level was hell to beat, and every other level was 1000% easier than that one.
Anyway this is probably the best game i found in this jam so far! You did an awesome job!
You actually messed up with when the time slows down and when it resets. Other than that the game is neat. Just a little bug. 8/10
basically when you pull on the screen, it slows time, right? but then when you release it, it turns the scale back to normal. but i noticed that if you rapidly pull release and pull again like i did on mobile, it actually doesn't register the time slow for the pull again. now i don't really know why is this happening but if i had to take a guess, the time slow is activating before the slowdown ending triggers of the last pull. or maybe it's just my mobile being stupid. please check :D
Simple but not easy! Decently fun and I like the idea of adding the challenge for 3 stars (but I felt I did well on one early level and still only got 1 star :(
Nice work. I do think the story was more engaging than the gameplay, and the writing was great.
Very cool game mechanic that takes some skill to use, I really enjoyed playing through this to the end! The story was also very interesting and I liked the writing. I also appreciate how you added the better scoring for beating the round in a more efficient way. Awesome job with this one man :D
Nice work! The gameplay was intuitive, yet challenging, and the minimalist art was very appropriate for the theme. My main quibble was that the narrative feels rather disjointed from the gameplay, but all around this was a lovely experience. I enjoyed the game enough to finish it, which is a high complement for a game this difficult!
very interesting game concept! It feels very polished and I think you could master it if you play it long enough. The difficulty level between the firewall levels and the virus one did increase a lot and I ended up beating it by just letting the ball bounce around (it was a bit frustrating otherwise, because it stopped taking my input once you accidentally clicked outside the game window). The game could’ve profited from a bit of difficulty balancing, but otherwise very nice in combination with the storyline!
This has a really sticky core gameplay loop. I really enjoyed this one! Great work.
Woooow I LITERALY LOVE the way how we control the ball!!! It made me sweat - for real - when it passed right beside a red wall with just 1px gap. Limiting how long can a player slow down time was very addictive and added depth to the puzzles. I was also surprised at the quality of the narrative and how you proposed it to the players in a well polished manner. Nothing more to say, it was fun :)
Thank you so much for the comment! I was recently laid off, so I got some inspiration from that to write the narrative. My case is nothing similar to the story, it was truly just an unfortunate big tech/corporate layoff that affected my whole department, but still motivated me to take july off, and the game jam was a perfect thing to focus all my energy on.
perfect,well polished,creative,good narative just really well done game i thought this already a steam game
It’s a well polished game, however the difficulty to just finish the levels (I’m not even talking about getting the stars) killed the fun for me. It took me over half a hour to finish it, with maybe 50 attempts on some of the levels. The level design requiring high precision with quite harsh hitboxes are a thing but then you’ve got the timer that makes you have to go fast, but also a timer for the aiming slow motion meaning you can’t take too much time to aim and finally a limited number of throws you can do meaning you don’t have room to correct a badly aimed throw. Basically, every strategy the player could make to play it safe was cut (going slow, taking time to aim & doing more but smaller throws).
Still, I enjoyed the virus levels as they were a lot more forgiving and brought variety to the gameplay. And I was quite surprised to see how much work went in the story bits, which tied together the gameplay sequences nicely.
Thanks a lot for playing and taking the time to write such detailed feedback Axel!
The three decisions were deliberate, the fact that going slow is punished and the restriction on the amount of shots and not abusing the overclock (slowmotion). My idea was that the player will have to manage the 3 resources, as all of them count down (the theme) but I do agree, and everyone in the comment section as well, I pushed it way to far on the precision and "tightness" of the counters and hit boxes. I love "kaizo" games, like very difficult mario levels made by the community, so I am biased towards that and is something I will have to learn how to adjust on my games going forward.
The art and the audio look really sweet, and I'm guessing there's a good story too, but I kept getting the "Adam says nothing" bug that froze the game. :(







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