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A member registered Nov 15, 2021 · View creator page →

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I definitely need to make the initial cutscenes/tutorial sections skippable in some way, from what i've seen it gets slightly tedious after failing levels multiple times 🤔

I meant to say SHIFT when writing MAJ too yeah xD

I'm going to experiment with more platforming mechanics/polishing the movement until it becomes really satisfying to play, plus i really like the idea of platformers having obstacles that move with the music's rythm ! 

I really want to explore how much i can create with that concept in mind ^v^ Thanks for playing !

I really appreciate the gameplay video !!! Helps a lot figuring out what i did wrong/what's unintuitive ^v^

The game's difficulty mainly comes from a lack of good explanations (some of the controls like [S] to fall faster aren't explained at all ingame inside the jam build) and some really badly tweaked platforms (the ledge mechanic felt bad because the hitboxes are really messed up lol)

The final jam version ended up really janky to be honest xD
Glad you enjoyed some of it though ^^ Thanks for playing !

I feel like the controls mainly need to give more feedback when moving around (ledge-jumping, landing, changing directions and even dashing all are super barebones and need a lot of tweaking since they don't really feel satisfying to use/execute yet)

There are just so many directions towards which i could experiment to make more interesting levels ^v^  Messing with the clocks rotation, multiple clock-hands that tick at different times (polyrythmic stuff), making a waltz level where the clock goes 1-2-3, 1-2-3, and like the 100 different other ideas i've got in my mind

I really want to see how far i can take the concept xD

THANK YOU SO MUCH for playing !!!

Omg thanks for the lengthy comment !

Almost all of the hitboxes (be it ledge hitboxes, clock hitboxes and even the player hitboxwere VERY MUCH unpolished when i uploaded the final rating version of the game, ledges stick out WAYYY too far, the first level's clock was about twice as fast as it should have been, and a bunch of broken code makes the overall experience pretty janky lmao
 (for instance, if you hold left click when fixing cogs it'll play the animation twice, and waste your time -w-)

There's also a few ways to clip outside the walls that i didn't manage to catch, and all around the movement/animations both will need A LOT of tweaking before they'll start to actually feel good 
(ledge animations are also pretty lacking, and ledge jumping needs a buffer really badly)

(also the little clock hand in level 2 had a hitbox that sticked out the very tip of the hand, which ended up being super unfair lmao, definitely not a skill issue from your part xD)

Messing with the clock's direction is one of the ideas that ended up on the cutting room floor since i had a ton of issues making the clocks actually tick to the beat of the music, but i'm happy that people seem to like the concept, i feel like there's a ton i could do to make interesting rythmic patterns/compositions and such ^v^

Thanks for playing !!! You can't even imagine how much i appreciate getting comments like yours💜💜💜

Got stuck after carefully searching through the Wolf-Rp-Board and Carol's Sanctuary, the ambience of this game is absolutely amazing !

 The old internet vibes are absolutely nailed on the head, the soundtrack makes the whole thing almost feel dream-like and i really liked reading all of the cheese-related blogposts x)

I wasn't smart enough to find the ✨wish-granting✨ site in the end but i still absolutely loved the experience, i might just start browsing Neocities again like i did a few years ago just because of this game lol

By the way Locky is absolutely perfect, i absolutely HATE when it blocks my screen with its stupid speech bubble or when he locks out the computer because it's apparently "getting late" and i need to "get up early tomorrow" 😡😡
DAMN YOU YOU ANNOYING LOCK !!!!!!!!!!!!!!

Seriously amazing work!

Short and sweet ! I ended up not struggling that much since i'm used to playing difficult (im)precision games, but the level 9 still had me struggle for a bit i have to admit!
(i really liked how i could sacrifice health by crashing into the walls to offset the timings of the long 
shocks, no clue if that was intended but it worked well for me ^^)

The music/ambience sounds fits amazingly well with the simple spritework, the background just being a scrolling/changing noise texture is just so smart too !  (i need to experiment more with noise someday because it looks so good in this!)

The vibes are just top tier, awesome game !! Loved playing through it ^v^

And as someone else said, the cover is absolutely gorgeous!

I really do want to experiment further with the platforming-side of things of this game, i'm mostly working on polishing/tweaking every single issue that was reported to me (thanks to all the great feedback i've received) but afterwards there's a bunch of platform-y things that i want to try and make 👀(cogs that would send you flying, giant hammers that come crashing down on the rythm, etc)

I feel like i could make something really fun by fixing up the jankyness and leaning further into the platforming aspect, all while retaining the rythmic elements of ticking clocks, timed obstacles and the whole "fixing cogs/mechanisms" shtick 🤔

It IS a pretty ambitious project but i'm sure that if i take it one step at a time, i'll get somewhere eventually ^v^

Thanks for playing !

Slotting actions in the timers is such a neat idea ! I especially liked Drunken Sniper (floor 3), inside which the slotted-in actions make you move extra steps (so you have to line up to press the switch at the right time) 

 The audio and the art compliment eachother perfectly, the levels are satisfying to beat (though the last had some collision issues, i ended up having to clip through the green enemies on the last two ladders) and after finishing the game i just felt like i wanted to see more of it !

What kind of different slottable actions could be used, different enemies that move in different rythms, etc !

I liked it a lot ! 

(another "like clockwork" twin to add to the list of my rated games, there's so many of us xD )

The current movement is pretty janky, and definitely use a LOT of tweaking to be honest, the platforming has lots of quirks and janky hitboxes that need fixing ^v^

Thanks for playing :D

I simply used ✨✨magic ✨✨ I'm a time traveller of sorts you see 🧙🔮

Magic can make anything possible you see,🙂‍↕️🙂‍↕️
Just a simple twirl and a POOF ✨, so was my game uploaded right after the countdown ended ✨✨

(1 edit)

"The number you dialed is : 930" 🔥

I wish the game was more difficult! I go up to round 5-5 with an horrible machinegun build (the bullet spread was HORRIBLE with it) but i still had a ton of fun shooting and dodging enemies with the timestop mechanic!

- I feel like that timestop mechanic would/could really shine if the amount of enemies/the overall difficulty was higher, it'd force the player to actually think about how to get through walls of enemy bullets ^v^ 

Right now, the game is entirely playable without using any of those time stopping mechanics, so it feels kind of gimmicky -w- (though it's still a super cool idea! Superhot's done it perfectly well for example)

- I also hadn't realised you could bash the enemies into the walls until i looked through the comments, it's a really fun addition to the game for sure ^v^

The soundtrack is absolutely great, though the 930 sample is a tiny bit overused to be completely honest :>

I loved it! Great work on that game ^v^

I spent too much time polishing the assets and ran out of time 😭10/10 experience, very accurate ^v^

(2 edits)

I'm sorry to say i have no negative feedback to give to this, it's simple yet fun, i ended up focusing on clicking on the 0s since so many of the upgrades enhanced them x)

It's really polished, has nice sound effects and it's just a good ol' fun clicker game at the end of the day, nice work ^v^

Most of the comments in here have been some variation of people having issues with the controls/ledges being too generous, and i do agree some fixing is in order x)

The second level really needed to have an explanation on how to fast-fall, since falling down fast is really important to stay away from the ticking clock ! I should have put a little tutorial explaining how holding [S] allows you to fall faster without grabbing ledges, it makes this level HUNDREDS of times easier -_-

Thanks for playing ! It stings to have so many people struggle because i didn't explain the controls well enough but welp, can't do anything about it now ^v^

Interesting prototype! I got a few nitpicks though !

- The sword slash animation seems like it would hit multiple enemies (due to the size of the swing) but it only hits one ! I feel like the game could be more satisfying if you could hit multiple enemies at once (though it would change the time economy a little)

- Green enemies (the ones that hit from far away) need some kind of audio cue when they attack ! I got hit a few times when trying to grab/throw blocks and it felt really unfair since i couldn't even know the enemy was attacking (since i need to look at the block to grab it)

- The flashing number that appears when hitting enemies kinda hurts my eyes after some time, i wish i could turn it down / completely off -w-
I get that it's meant to show the remaining hp of the enemy you hit but it's way to flashy to be good on someone's eyes in the long run ^v^

It was really fun to run around, throwing groups at the ever increasing group of enemies following behind me (getting a bomb and destroying 5+ enemies at once was a huge highlight for me)

Good game, needs some tweaks to truly shine in my eyes though ^v^

 

(1 edit)

Neat concept that could be worthy of being expanded further 🤔I'd say leaning even more towards the temporary upgrades-side of things would make for a really interesting game !
(completely get rid of perma-upgrades and just keep the temporary ones)

I don't know if the interactions with shopkeeper(s) should stop the timers or not honeslty, on one hand stopping the timers allows for more engaging narrative/interactions (since the player can focus on the text without stressing over the timer)
But on the other hand it's kinda interesting to have to choose between Yuri-maxxing (and losing precious time) or just playing the game normally 🤔Lots of things could be explored here

I liked it ! Bullet hell games are cool ^v^

The ambience and the art both are really neat ! I've got a few nitpicks though!

- The stairs that go down have the same graphics as the stairs that go up? That feels pretty unintuitive to me to be completely honest x)

- The sound that plays when only 10 seconds remain before the lantern's fuel runs out is ANNOYING in it's current state !
It plays very early, lasts for a ton of time and doesn't stop immediately when i pick up fuel ! 
I feel as if the tension it gives would be greatly enhanced if it played closer to the end of the timer (~5-7 seconds left) and if the sound stopped when picking up more fuel ! (since the stress of it running out isn't a problem anymore when i pick up said fuel)

- After picking up the 3 map fragments, the zoom to the basement left me slightly confused as to where to exactly go to reach it, i managed to find the door by walking around but i don't think there were any indicators of it suddenly appearing right after the fragments were picked up? (i guess the cutscene IMPLIED something changed but it wasn't really clear to me)

Apart from those nitpicks i listed i liked it ! Spooky games are nice ^v^

Everyone who worked on that game, good work !

Haven't seen a ton of narrative games during this jam so that's a nice change of pace from all the stressful countdown games x)

When writing a narrative, be careful to not fall into the trap of directly telling the reader what is happening on screen all the time !

(spoilers for the story below)

The limited time the forest spirit has left isn't really shown/explained well inside of the story itself, the only part where that spirit actually shows that its time is coming to an end is at the VEEEERY end of the story after it "spends" all of its energy fighting the monster offscreen !

To really reinforce the idea of the forest spirit having limited time/getting weaker as the time goes, instead of directly telling the reader that "she must have used up all her power to defeat that thing" and going from seemingly being completely fine to dead right at the end, try to show her powers gradually weakening as the time goes on from the start!

Make it so it sprouts less trees/flowers with each scene that passes, make her slowly lose her colors after each scenes, SHOW us what the narrative is without directly telling the viewer what happened/is happening !

(spoilers end)

___________________________________________

This is a cute game ! The narrative work needs a better structure but i'm impressed by the effort you gave into this ! Well done ^v^

You don't know how much i appreciate getting footage of you playing the game ! This helps IMMENSELY to figure out why people are struggling so much with the difficulty!

- I've now realised that i've exported the entire game project file for the Linux version instead of the game itselfpressed the wrong export button when exporting the game so it's my fault 😭 (i'm so sorry)

- The ledge-jumping is made in a way where you need to keep holding the Jump button even before interacting with platforms or cogs, trying to time it isn't reliable since i forgot to add an input buffer -_-

The ledge hitboxes are really messed up right now so it's normal that you managed to clip into a few walls at certain points of your stream x) 
(controllers have a weird problem where if your last vertical [LSTICK] input is downwards you end up getting stuck to the ground, that's something i missed during testing and you died because of it during one of your first few tries, my bad for this as well!)

I've probably seen a few parts that Ranklin and Bass short so there's a non-zero chance that i got inspired to make the main character a mouse for that reason 🤔

Thanks for playing !!! (and suffering through the unintuitive mess i've created :X)

I manually animated the shadow with Godot's animation player (tweened the frames with a duplicate of the Player's sprite until it looked somewhat convincing) so it isn't totally accurate to what the movement is (i really need to find a way to record my movements and play them back in an animation instead of spending 10 minutes hand-animating the motion lol)

Difficulty has been a common complaint x) I definitely should have added a heart or two to the health bar so it's more forgiving for people that have played less platformers than i have !
The first level's difficulty ended up being way harder than it should have so it's normal that you (and a ton of other people) struggled with it  x)

Thanks for reviewing ! I appreciate it ^v^

(5 edits)

This is so insanely polished what????
The flavor text from the zombie dude, the animations, the audio, just everything basically!

A few nitpicks !
- The "furthest depth" indicator isn't very clear, i thought it was some kind of objective initially! I'd personally make it a line that spans the entire width of the level, since the arrow can lead to think that there's something to see on the right of the screen !
- The sounds the green snakes make when being on screen stacks up in loudness very fast, once there are 5+ snakes the sound they make becomes unbearably loud !
- The camera could dezoom a teeny-tiny bit when getting a bite-boost downwards! I ended up getting hit a lot because i couldn't see ahead of me at times ^v^

The upgrades felt really good and all had really fun descriptions, the Wingman-4-Hire is an absolute bro, blocking 3 hits is absolutely amazing for how much he ends up costing ^v^

Honestly i had a crazy amount of fun with it ! I'm surprised only 18 people have reviewed it so far!
Amazing work, i absolutely loved it!




Liked the cozy vibes! I hadn't played a match-3 game in ages (last time being playing Bejeweled on the xbox 360)

The balancing seems definitely aimed for two players, ended up losing 3/2 hearts every night because i was missing a ton of resources ^v^ 

The cozy vibes are excellent, audio/art is simple yet efficient and i can't really judge the gameplay (since this is a 2-player game) but i had my fun with the match-3 stuff!

A pomodoro game is definitely not what i expected from a gamejam but it basically fits perfectly with the Countdown theme, amazing art/sounds though i would have liked some additional feedback when pressing the buttons ! Just a slight sound-effect would have felt nice ^v^

I AM FUMING

Had the High Priestess card that gives 3 gold when getting a six, somehow managed to reach 100 TALLY without getting a single 1.

I KID YOU NOT immediately after a took the screenshot i got three ones in a row and lost my run -_-"

I'm not making this up for dramatic effect i SWEAR, i should have recorded it 😭😭😭

The vibes of the games are amazing  (balatro-like as someone else said), the gameplay is simple yet fun (though i'd say the gold is a little sparse during the early parts of the game, getting a 14 cost card in my first two shops kinda stung lol)

Artstyle/Music is on point, i have no nitpicks, amazing work ! ✨

Managed to reach the 12th level until i got stuck, going into the water kills the little vampire and trying to fly over said water isn't doable, so i don't know how to continue there x)

The transformation happening at set times on the timer is a really neat idea! The level's layouts are well made and overall i had my fun with it !

Good game !

(5 edits)

The cover art and lack of screenshots both don't do this game justice, the gameplay is really refined and i really like how the combo system has been implemented !

Nitpicks !
- Enemies can end up hiding behind the healthbar if you throw them around (this made me lose a run so i'm salty about it lol)

- I would like a way to keep an enemy's attack radius highlighted even when i don't hover over them ! Kind of like the Fire Emblem games (or more recently, Mewgenics) or a ton of other tactics games, where MAJ + LeftClick for example makes their movement radius visible !

- The sound effects (and overall mixing) needs some work, the level transition (where you crash through the floor) is absurdly loud compared to the other sounds in the game, my ears have suffered and i must complain about it 😈

Lots of sounds could be refined to have variants other than just pitch-changing, different enemies could have distinct voice-tracks etc.

Basically, the gameplay is really good, like REALLY really good, it just needs a fine-tuning on the audio-side of things, and a better cover/some screnshots !

Good work ! As a semi-tryhard tactical game fan, you've got my seal of approval ✨

There aren't a ton of failsafes if the music/browser suddenly lags so desyncs/bugs on that side of the game can definitely happen yeah xD

I need to fix that damn ledgegrabbing once and for all when the jams ends,  it really is the N°1 issue everyone is having 🤣

thanks for playing!!

I do plan to polish it further after the Gmtk game jam 2026 ends ! 

The stuff in the current build of the game is really unfinished, so naturally it feels pretty unpolished ^v^

I temporarily made it so the Dash with [Shift] gets disabled when close to a wall, it's a temporary fix (since the game had to be made in 4 days for the Gmtk gamejam) that i will take care of once the jam ends ^v^

That's probably why it feels like it doesn't work at times!

Oh that's a very good find, if you time it perfectly you can actually dodge the clock when fixing a cog yeah !

Thanks for telling me ! I appreciate it ^^

The gameplay is pretty straightforward but still a lot of fun ! Timing every delayed ability i could with inner peace and just witnessing the ginormous damage i dealt was really satisfying ^v^

I initially had a weird issue where all of the sound turned off when opening/closing the settings menu without touching the General Volume slider (only when first starting the game) but it went away after clicking on the sliders, i couldn't replicate it afterwards so it's probably a "me" issue though 🤔

The art gorgeous and the audio is satisfying, linking the spellcasting ressources with HP is a neat concept and the game ended up being a really nice short-and-sweet experience ^v^

Can't find any nitpicks about it, very good game ! Great job ^v^ ✨

Would have liked to get a little setup/settings screen right before the game starts, or at least an option to lower the volume a tiiiiny bit, as much as i love Hall of the Mountain King my ears don't seem to like how loud it ended up being with my pc's audio settings x)

The room's size ramping up and up each time you catch the friend was really cool ! With the music ramping up in intensity as everything becomes gigantic it really sells the chaotic nature of chasing through the room while trying to find the friend x)

The Tposing models look kinda silly (except if that's the objective?) but overall the style of the game is pretty unique i'd say ! 

It eventually starts to looks like some sort weird bedroom-themed liminal space once the room gets big enough !👀

I liked the vibes ^v^ Good work !✨

I already had played through it like twice during the jam's submission period but i still had fun playing through it again for the rating period !

It's a pretty hard game i'd say, it has some finicky stuff you can do to make your life easier during platforming (tapping the opposite direction to stop your momentum, lining up walls jumps right since even tapping jump makes you go pretty high)

Some of the little time bonus pickups felt pretty useless for the effort it takes to get them, most of the time, they don't give enough time to really be worth risking over just trying to go through the level as fast as possible 🤔

Since most of them are optional (and also pretty difficult to get!) the risk/reward of trying to get them ends up losing over just rushing for the exit, as they are now they'd fit more as collectibles rather than a gameplay mechanic ^v^

But that's just nitpicks, the movement is great, the style of the game looks really clean (even while being minimalist!) (i like the glowy lights✨) and overall it's a fun short-and-sweet difficult platformer ^v^

Reached and finished the 12th level after 10-15 minutes of tryharding ! Reached the exit as the countdown ticked down to 0:00 so i can confidently say that i was... Just in time. (i'm sorry this is a really bad pun 😭)

I liked it ! Awesome work 💜

The wait timer in-between jumps is kind of annoying, i'd wish i could just jump immediately after the animation!

Simple a sweet game ^^ Good work !

(1 edit)

Got stuck at step 8 for 10 minutes (still am), couldn't figure out where i was supposed to use the number i got from solving the equation 😭

The polish is absolutely amazing though, there's control settings, the artstyle is great, and i love the sounds effects!

I'm just bad at puzzles i guess 🤷‍♂️

Funnily enough, the game gets easier as more enemies appear x)
Once you get into the rythm of doing :
3 shots -> Stomp -> 3 shots -> Stomp while staying still, you become basically immortal since the ennemies don't have enough time to reach you before your next stomp ^v^

Having more types of enemies would get rid of that issue so i wouldn't pay too much attention to it!

Other than that i really like the sounds you've chosen for the game ! Stomping right in the middle of a huge crowd of enemies feels great, and the sounds only enhance that further !

Good game ! Just needs more content ^v^

I've been getting a lot of people telling me the ledges feel clunky and it's definitely true x), the hitboxes are way bigger than they should be, looking back at them.

The songs are really short so i had to limit the health the player has ! Else most people could have just tanked through the damage and ignored the clock.
Two hearts isn't enough though i do agree, three hearts seems like the sweet spot to make the game less unforgiving while still retaining the feeling of stress when the ticking clock gets closer and closer🤔

This needs sound effects when shooting, collecting powerups or destroying ennemies !

It would make the game feel a lot better feedback-wise, right now the only thing that happens when you hit an enemy is that a little score pop up appears ! I'd like to hear some kind of explosion effect ! See the enemy get knocked back or exploding when hit !

It's a simple game, but i liked it. Good job ! ^^

Good point, i added a little controls section on top of the game page just incase ^^

Also yeah the lighting is kinda messed up in some places, i tried messing with darkness overlays a little but it turned out to be pretty difficult to get right.

A gamma setting would have been a good idea 🤔Especially for the intro sections that are REALLY dark.

Ohh that explains that part in certain levels :

I did figure out that the dash comes back when touching the ground/groundslamming thanks to the button levels, it's just the "dashing infinitely on the floor for straight paths" that i missed !

The game is mechanically simple enough that you don't have to explain everything (except like, the inputs) thoroughly, even if some strats get lost on some people as long as they can reach the goal it doesn't matter! People that like Speedrunning games will find out about those mechanics by experimenting as much as they can even if you don't explain said mechanics anyway, don't worry too much about it x)