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ClockAround's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1 | 3.661 | 3.914 |
Audio Quality (vote 1-2 if audio was premade) | #1 | 3.742 | 4.000 |
Theme related | #1 | 4.009 | 4.286 |
Quality | #2 | 3.608 | 3.857 |
Visual Appeal | #2 | 4.143 | 4.429 |
Fun Factor | #7 | 2.806 | 3.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
nice game :o looks amazing, and the sounds are good :) personally, the mouse sensitivity is way too high for me to play without getting disorientated but- a great game regardless. good job to you all :D
sorry guys i wont be able to rate it because my potato laptop cant run it :( but from what i have reed you have done a great job on the game and the visuals seem amazing from the screenshots .
Amazing visual, a bit repetetive gameplay. I would love to see this expanded upon.
How you guys managed to get this together in 24 hours I will never know. Amazing graphics and music, although gameplay was a tad repetitive. I love the shifting floors and the turrets look great. This was an amazing project graphically but the gameplay and to a far lesser extent the controls could be worked on a bit.
they had like 5 people working on it, thats probably how they made it so good.
Wait so if the reward was $5 then each of them would have $1?
They decided to donate it.
This is phenomenal. The graphics are amazing, the sound design is fine, and it seems that you all were completely committed to the steampunk aesthetic. The clock tower that shows how much time until the next shift is a very nice detail. I was surprised that falling through the floor resulted in an underground section.
The gameplay is decent, but I personally didn't like how there is almost no way to gauge how close turrets (and their projectiles) are to you. The difficulty doesn't appear to ramp up much, if at all, so things tend to get boring after a few minutes because of the lack of threat.
This is just an observation, but the fov kick that happens when you dash will play again if you keep clicking after you have already dashed, resulting in the fov going crazy until you land. This is very very minor.
I wish that there was a way to climb up to the surface after you fall, I think that would make gameplay much more interesting. From what I saw, though, falling was basically giving you 1 more chance to not fall. I like that feature, but like I sad, there's more you can do with it.
For 24 hours, this is incredibly impressive. If you continue work on this, I think that you can do more to add more weight to the player, have a way to detect nearby objects without having to look at it with the camera, and maybe have difficulty increase at a higher rate.
9/10 - The graphics, aesthetic, and virtual bug-freeness. I just think that the gameplay lacks a bit.
I think that this a very big accomplishment for your team!
thank you very much for the feedback! I'll start playing and rating all the games soon!
it was hard, we programmed a lot to make it playable, so i'm glad you enjoyed it!
the difficulty ramps up after the bell rings, so if you wait some rounds it becomes a furious battlefield! sorry for the crazy fov, it was my brain melting hehe. it's possible to climb back up, but you have to run like an ostrich and slither like an eel dashing for the top! the level under the first one gives you another chance, but it also puts you in the wrong neighborhood because of the turrets on the ceiling!