To be honest, it was a bit difficult to get through the game, as the gameplay was indeed confusing, like Purple Velvet pointed out, though I liked the intro. Heavy AI Usage really ruined it for me, though.
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Design Statement
When listening to the melody, I had thoughts in my head about something fantastic related to watches, magic, and lightness. There were also cosmic sensations from music, but I decided to put them aside.
I wanted to strengthen my connection with watches, so I decided to create a logic based on an antique pocket watch.
To emphasize the fantasy and magic, I decided that the character is transported inside the clock world.
There had to be a reason for how exactly the character gets into the world of clocks. Is he an old watchmaker, or is he an apprentice? I decided it would be nicer if there was a boy apprentice.
I came up with a reason in the form of fixing the watch, that there was a world inside them in which something happened, and therefore they stopped working.
I also wanted to implement different endings, because I decided that for a magical scenario, the hero can stay in the dream world, and for clock-theme, he can return to the real world with a repaired clock.
I wanted to make a design that wasn't too loaded with details, and to make it look like a fairy tale.
Game Instructions (launch steps, controls, and gameplay overview)
Startup: Preferably full-screen mode.
Screen orientation: portrait.
Control method: mouse.
Objects to manage:
1) launching an action by clicking on sparks;
2) Dragging the arrows by tapping on the sparks on the hour/minute hand;
3) stop the mechanism by pressing the sparks on the slider of the watch;
4) the release of spirits by pressing on the gate of the cage.
5) choosing one of the endings.
6) using interface buttons such as "Continue" (move to the next level), "Restart" (restart the level), "Skip" (skip cutscene), "Reboot" (project information), "Play" (start gameplay)
Instructions for the levels:
Level 1 is completed by moving the player on a taxi cloud, which moves by the minute and hour hands. When one of them reaches its limit (stops), one of the mechanisms opens: jump onto the cloud, open the spirit grid, jump to the finish line.
Level 2 is completed by moving the player by jumping on the minute and hour hands, as well as stopping the arrows in the desired position. First, jump to the minute hand when sparks appear on it, then immediately jump to the hour hand (when sparks appear). Next, we wait for the minute to approach the cloud with the cage, and set the clock to pause. If the angle matches, sparks appear on the cell, and you can click on them. A long animation of running through the arrows and releasing the spirit, and then returning, will start. Then you need to start the clock again, and stop it again when the minute hand looks at the finish cloud. Then the sparks on the finishing cloud will be unlocked and it will be possible to proceed to the next level.
Level 3 is completed by moving the player along the minute hand in different states. When it is running, you can jump on it when it looks at the starting cloud. Then you can move to the cloud with the spirit. After that, it will be possible to click on the gate and release the spirit.
After that, you need to wait until the minute hand is pointing at the finish cloud (at about 11 o'clock) and stop the mechanism. Then sparks will appear on the finishing cloud and it will be possible to complete the level.
If the player has released all three spirits, he has the opportunity to choose between two endings.
If the user has not collected all the spirits or has not collected them at all, the usual (first) ending starts immediately.
Gameplay walkthrough video
https://drive.google.com/file/d/1Cgw1rUwp8hbvhtLq6voVBMZ-glCJBms9/view?usp=sharing
Did your project use any AI tools or assets? If yes, please specify.
Images: generative through AI + manual edits.
Code: developer + consultations from AI on different logic and development of some mechanics.






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