Scheduling abilities around a spinning countdown is a fantastic combat system, and combining that planning with live positioning creates loads of strategic depth!
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Twelve's itch.io pageResults
| 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 | #3433 | 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
Comments
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.
a lot of chances for unique builds and it would be cool to add some sort of upgrades or changes if you stack different abilities on top
Nice game, the only downside is the volume of sounds when they overlap. Aside from that I think it would be a nice short actual game for 2-4 hours if you add metaprogression.
Really solid mechanic, that immediately had lots of strategy required to be able to survive. Originally I was frustrated that I was dying in the first few rounds every time, until I realized that I clearly didn't read and didn't realize that you could move your character 😅. But that's fully my fault, not the game, it was really fun and tricky after that!
Creative idea, and simple controls. I enjoyed this game!





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