Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

CLOCKING OUTView game page

Endless bullet hell arena shooter!
Submitted by CROW'S NEST (@crowsnest_dev), CallMyLawyer, NoStereo (@nostereomusic), TakkoPanda — 7 minutes, 49 seconds before the deadline
Add to collection

Play game

CLOCKING OUT's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#24.3594.359
Overall#64.2314.231
Approachability#134.1284.128
Audio#183.8973.897
Visuals#683.7443.744
Creativity#813.4873.487
Theme#853.3853.385

Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 39 to 21 of 39 · Next page · Last page
Submitted(+2)

Amazing game!

I really liked the fast and nervous pace of the game, but I think what makes it feel so nice (besides the juicy shooting gameplay) is the fast that you have to stop shooting to collect all coins on the screen. This gives a very nice rhythm to the way you play and feels really satisfying once you get it right.

Definitely one of my favorite games of this jam!

Submitted(+2)

so i had enough fun playing/attempting to scorerun this that i was only stopped by my left hand becoming physically incapable of continuing to control the character, and had to return the next day to keep going

but uhh feedback:

  • guns all nice n punchy but also tangibly unique from each other in operation, which works great with the being-forced-to-swap mechanic - there's a slight learning curve to every weapon such that the forced swap also requires changing playstyle quickly
  • shovel shift always ends too early. always
  • misses seemed most frequently due to enemies spawning on top of me without warning; i guess there's also no delay clouds on bullets (i.e. they spawn instantly) which made reacting to them basically impossible sometimes, so staying alive longer/getting better scores often meant getting lucky multiple times on prefiring enemy spawn positions, and/or timely shovel/rocket launcher swaps
  • small touch but i like how the score/money field was labeled "stonks"
  • music and art good; idk exactly what bunny girl's deal is but fighting fiercely while trapped in corporate (bullet) hell indefinitely is a big mood

current highscore is $29,950,475 (average "good" run has been $17m to $19m but i got particularly lucky once), i rate it would-risk-hand-health-again out of 10

Developer (3 edits) (+1)

Thanks for the analysis! Your will to chase higher scores regardless is noted. :P

To address certain points:

  • Could you elaborate on the shovel?
  • Agreed, the way enemies suddenly spawn can be quite a surprise, especially if they spawn on top of you and just pointblank you there.
  • Also agreed on the way enemy attacks are untelegraphed, doubly so since their delay between attacks is randomized. There was originally going to be a pseudo-sealing system that increased how long an enemy takes before it attacked depending on how close you were to it, but that never made it in.
  • The luck-based prefiring situation is unfortunate, wonder if this can be addressed by controlling the randomness of how the door spawn points are picked. However, there is at least a pattern to whether or not enemies will spawn from either the doors or only the dark hallway.
  • Relatedly, this type of randomness control can be seen with how weapons are randomly dealt, where you are guaranteed to get all 5 weapons within 5 swaps, with zero chance of a repeat weapon happening (ie: Tetris bag-style except repeats when crossing bag “seams” are disallowed).
Submitted(+1)

ah the shovel's just, really good - the AoE damage makes it easy to wipe swarms of enemies quickly, swings deleting bullets makes later/higher-density enemy attacks far more survivable, and there's enough of a cooldown between swings that it's easy to trigger the coin autocollect while maintaining damage output

somehow i didn't register that the enemy spawn points were tied to points in the environment (despite recognizing that enemies always spawned in big groups at the top/bottom and in smaller groups around the edges) until i saw this/went back and looked at gameplay video i recorded, maybe adding animations for the doors opening would make that more obvious

overall the randomness is good in a lot of ways as-is i think (likely due to the grab-bag algorithm, i did feel that the time i spent with each weapon was fairly equal, and even with spawn points i started getting a semi-accurate sense for whether a big top/bottom wave or a room-perimeter wave was coming next, after a while); so likely all that's needed really is the additional visual telegraphing, to give the player a quarter-second heads-up on where they should be stepping away from

(+2)

Wow amazing game dude!

I like controls, gameplay, soundtrack and found design of the game pretty funny :)

Submitted(+2)

i love the perfect sense of killing all the enemies, nice sounds, graphics, if you put a lot of more things, i gonna be a great game!

Submitted(+2)

Loved it! Crisp controls, very intuitive gameplay, nice progression system, hilarious enemies and whacky patterns! hahaha Love it 

Submitted(+2)

it's vey polished for a 10 days game jam, both gameplay and representation . I like that each weapons has their unique behaviour, and the bullets are visually impressive

Submitted(+2)

Really satisfying game, congrats :)

Submitted(+2)

This game just oozes polish and I love it! The shooting and movement feel really good and the theme is used very well! I think there could have been a little bit more visual feedback when taking damage but that's a pretty small complaint. Overall this game was very fun to play.

I'd appreciate if it you could find the time to rate my entry as well :)

Submitted(+2)

The gameplay loop worked in this game very well, the idea of weapons changing automatically worked nicely, and the variety was good. My favourite was the shovel (a bit like the shovel in Nuclear Throne, which is cool), it felt so good to smash groups of enemies with it! That being said, this game has a nice amount of juice in the player side of things, but I felt that enemies lacked some feel, maybe some SFX for enemy shooting would do the trick. I also never noticed where the health bar was, maybe I'm just blind or it was a bit difficult to see. Overall, a very fun and well constructed submission! :)

Check out ours as well, if you have time and feel like it :)

Submitted(+2)

Sometimes you just need to unga bunga and this game gives a lot of good unga bunga.

The good:

Seriously, it the sound effects carry a lot in making this game just feel damn good to play so super props to that. Each different gun has such different, and well placed sound SFX (given the time limit of a game jam) that lets them each be recognisable.

Shooting and killing enemies have so much juice on them, it feels damn good to play.

To improve:

The game is quite good but I think overall engagement could be improved a bit more ie. have a bit more challenge here and there. What if you introduce mini-bosses that don't die as quickly, sporadically? They could spice things up a bit.

Very nice game!

Developer (1 edit)

Thanks for the analysis!

To address the latter point, we did really want to add a boss to mix things up between all the small and mid-tier enemy waves, but we ended up not having enough time to do so. However in its place the game does ramp up its enemy count and bullet speed the longer you survive.

Submitted(+2)

I had a blast playing this one. Super polished and incredibly fun. Really one of my favorites. Amazing job!

(+3)

based

Submitted(+2)

omg it's so fun I love it!

like wow WOW

The idea, the art, everything is really neat and a lot of people have commented on how good this is already, but I have to point out the sound. It' SO JUICY

Shooting feels incredible, killing those baddies is just addicting, collecting those coins feels great. The weapon variety just adds a lot to the gameplay experience. 

yeah I love it, congrats to the team!

Submitted(+2)

Really well polished, really enjoyed the feel of the different weapons and the wave system. The controls were super responsive, really good job!

Submitted(+2)

You've put a lot of effort into the game feel elements that make the game a lot of fun to play!

The resource gathering feel, combo system, fast gameplay variety with the various weapon swaps, all very cool! 

Congratulations on the submission, I really liked your idea, very original! And I'll go further: I think with a little more care, it can become a solid game for release. Think about it! hahaha

Submitted(+2)

Great game feel!

Submitted(+2)

so sick, definitely some of the best eye candy and dopamine fuel out of the other submissions out there! Love the feedback on the shooting and the dodging feels nice and tight, the coin sucking implementation also feels awesome. Amazing work!

Submitted(+2)

I love this game, really addicting that I couldn't stop playing for 30 minutes. SFX is cool as well. Well done guys!

Submitted(+2)

omg this is so frenetic, and I LOVE IT

Viewing comments 39 to 21 of 39 · Next page · Last page