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A jam submission

Clockwork ClimbView game page

Guide a flock of cuckoo birds to the top of the clock tower!
Submitted by al371160 — 5 days, 16 hours before the deadline
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Clockwork Climb's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#144.5004.500
Controls / UI#214.0004.000
Overall Fun#244.0004.000
Sound/Music#443.5003.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
We haven't competed before

Genre #1

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Strategy

Turn-based | Card Games | RTS | 4X

Puzzle

Mystery | Advenure

Rating #2

Family Friendly

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Comments

Submitted

I played this game on my stream (VOD).

Overall, I had a lot of fun! The game reminded me of Lemmings. I played a couple of levels on Normal difficulty (I think), and it was fun trying to get the bonus gear before getting all 3 birds to their clock. When I failed a level, most of the time I knew it was my own fault for drawing lines in the wrong place.

I think this would be a fun mobile game where you can use your hands to draw the lines, though I wonder if having to scroll the screen etc would be an issue.

On the PC (where I played), there was a few times that I felt like I wasn't drawing lines where I intended, either the lines were starting or stopping early. It could have been my control of the mouse, or something, but might be worth looking into if others found the same issue.

Fun game!

Jam Host

Welcome to FBQ, I am co-host of FBQ handling streamer side. Here's Hythrain's playthru of your game. 
1:17:54 Clockwork Climb

Jam Host

Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

At first, I was confused as to what I needed to do. It was by pure chance I figured out I could make bounce pads for the birds to hit. However, I was then met with a new problem: I couldn't redo or adjust bars unless I completely restarted the level, which would ALWAYS start on the goal and would leave me disoriented. I would lose track of where I had bars and was basically starting over every time. This inability to keep a consistent picture just makes the game arbitrarily harder, which is just not fun. The challenge should be about solving the puzzles, not trying to remember the exact spot you put a pad that worked for what you were trying to do.

So first off, I'd like to suggest that players can adjust their bounce pads once they've been made. Simply make it that the player can grab one end and move it around. That way, if a player makes a mistake with the pad they're making it's a lot easier to fix. At the same time, add an ability to delete a pad.

Second, when the player restarts it should NOT force the camera to zoom back into the clock. Instead, at that point it should start off at the wooden birds.

Third, restarting should NOT erase your current pads. It should retain the pads so the player can adjust them as they need. Why make them redraw every pad every single time if they know they have one they want, right?

Developer(+1)

Hi! Thank you so much for your detailed feedback! 

I believe the platform editing and permanent placement of platforms present new problems that detract from our original concept for the game, although it does take gameplay in a very new (and possibly very fun) direction. From a tech perspective, extra code will be written but it's fine. An easy method would be to drag one corner of the platform onto the other corner to delete it. I get where it's coming from, but the split-second decisionmaking is what we're trying to accomplish, as well as the core mechanic of not being able to have permanent platforms.

I think not panning the camera to the goal after restarting is quite interesting, and also with other playtester feedback we will definitely add a text-based tutorial message of how birds jump on trampolines in the first level or so.

(p.s. how many levels did you get to before you got stuck?)

Jam Host (1 edit)

My baby and I tried your game, it's a pretty fun puzzle game although initially we were a bit lost on what to do, but we were able to figure it out then it's enjoyable. More directions/tutorials hints for the beginning player would be great. I can see this idea flourish very well on Android/OS market if you ever decide to take it to commercial markets. 

My VOD, I have it timed to your time showcase: 2:24:07 Clockwork Climb

Developer

Thank you so much for the feedback! We should put text/effects based hints on what to do in the actual game. Glad you enjoyed it!

Submitted(+1)

This game is fun, the gameplay is interesting and I like the graphics they are good.