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A jam submission

CLOCKED OUT (Jam Version)View game page

A precision platformer with a curse of time.
Submitted by clonethirteen (@_clonethirteen), Spacespy (@spacespy_tv) — 1 hour, 29 minutes before the deadline
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CLOCKED OUT (Jam Version)'s itch.io page

Results

CriteriaRankScore*Raw Score
Sound & Music#14.2004.200
Art & Graphics#14.7334.733
Theme Relevance#24.4004.400
Fun#24.2004.200
Overall#24.4004.400

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Crushing it guys! really nice job - I have been swamped in real life since getting my posted but happy I was able to play through at least this one.  Loved the concept and well executed!

An awesome challenging platformer, really good yo.

Submitted

Amazing art, looks very beautiful , the gameplay is simple but funny enough and is very challenging, Good Work !!

Submitted(+1)

Amazing what you have made in just a week! This is a great game and I think you should continue developing it :)

Submitted(+1)

Fantastic game! I had some fun playing this one. Very challenging, it cramped my hand. I love the movement in this platformer.

Developer(+2)

Thanks for playing! Sorry it cramped your hand

Submitted(+1)

You just won yourself 5 stars all around. We hope you get first. The one thing I would change is to make the first collectable easier, thus meaning that all players, even the lazy ones, will be started off collecting and not lose the drive to collect because of missing the first one. Awesome game, 5 stars.

Developer(+2)

That means so much! That collectable thing is a good idea. Maybe make them harder as the game progresses. I think the game was too hard in general and we'll be looking at ways to tackle this.

Submitted(+1)

I love the art here! Fantastic work. The levels were a bit Kaizo Mario...maybe a bit too difficult and  some of the hitboxes were really unforgiving. Other  than that, I think it's a great game with some amazing art!

Developer(+1)

Thanks! Yeah we made the level's WAY too hard. I think I've realized what kind of difficulty to go for with platformers in the future.

Submitted(+2)

This one hits on all levels! Controls, art, sound, FUN! I'll repeat myself on the art especially. The atmosphere created with the art and sound really kept me replaying all 600 times... Because that's how many times it took me to get through the last level. Which brings me to my only critique of the game: The difficulty level went from challenging to insane on the last level. Progression is hard to achieve, especially in one week. Aside from that, the small bugs I encountered did not affect my experience. You guys did an amazing job on this. Great team! great game!

Developer(+2)

thanks marlin! Yeah we made it WAY too hard and will be addressing that in the future. Thanks for playing 

Submitted

Not an easy thing to balance. Take my game for example LOL! Seriously, this game was still great!

Developer(+1)

Appreciate all the comments so much! I feel like this is some of the best game art I've ever done.
As for the difficulty, we just ran out of time on balancing it all.

Submitted(+1)

Understood! it's not easy no matter how much time you have. But the art is is just plain AWESOME!!

Submitted(+3)

Snappy controls is always hard to achieve, but this one got it just right, I just hope there was a cayote time.

Developer(+1)

There was coyote time! Thanks for playing 

Submitted(+3)

Listen closely. This in many ways is better than Celeste. Stop what you are doing and finish this gem!

Developer(+2)

Woah, that- that's wild to hear. This might not be finn's final adventure so keep your eyes peeled ;) Thanks for playing!

Submitted(+2)

What a wonderful jam game. I enjoyed this so much I played through again as Shadow Finn! The entire aesthetic is very cohesive and just flows so smoothly. I love the art, animation and sound design. The first time I reached a grandfather clock and got to hear the victory jingle I too was celebrating. The momentum you can build off of a wall jump was really satisfying when I was able to nail a section just right. I also love the twist on the final level of needing to hold back and let the platform go a bit before jumping on so you don't waste those pickups. Oh, and those pickup sfx ... so satisfying.

A few small bugs, they didn't crash the game or anything, but I did notice:

  • My first runthrough I tried in speedrun mode, but on level three my timer was at 0 and never changed.
  • I kept going, but on level four I picked up the shadow clock but never got the sprite extension telling me I picked up 4 of 7. I was worried it was an issue, so I restarted the browser and played not in speedrun mode.
  • I ran into the same issue on level 4 . I picked up the shadow clock, but didn't get a notification like the previous three. I died on purpose, tried again ... same thing. In the end it didn't matter, the game was keeping track, so I figured maybe you're missing some trigger on that one, but then odd enough ...
  • I tried speedrun again, and this time on level 4 I got the pickup notification. And the speedrun timer never timed out or reset to 0.
  • On level five I believe, the one that starts with the rising saw and clock you have to walljump to get ... sometimes I would die and it would restart, but it's like the transition was catching up and it would immediately restart me.

Again, none of these broke the game or ruined my experience at all. I had a blast with this game. But I wanted to point them out in case they weren't already on your radar.

My only readability suggestion I would make is to use one shade up on the spike tips so they stand out more from the rest of the environment. Everything else was such a good read, I'd often find myself just running right into the spikes (the blades have the subtle green partial outlines, much easier to see), which made completing the levels sometimes more about memorization than quick reaction ... and that's not as fun. The level design was great, nothing to change there, but better readability on the hazards would be appreciated.

Overall. Awesome entry. I was watching this develop with anticipation on Twitter and you two did not disappoint at all. Thanks for sharing.

Developer(+1)

Thanks for all the wonderful feedback! Sorry about the bugs! Sorry to make this reply quick but I've took everything you've wrote into mind. Thanks!

Submitted(+3)

Awesome game, I almost quit on the last level but perservered and it was totally worth.

The only complaint I've got is the sound of the door unlocking was pretty jarring, it made me jump the first time xD

Developer(+2)

Thanks for playing! Also yeah we should've made that block unlock sound less loud and sudden.

Submitted(+2)

Really great entry guys! Good team.

My only complaint is the wall jumping felt a bit tricky to get a hang of, like I felt it was reversed from most other games I've played? That could just be me though.

Really amazing art/polish. And very thematic.

Developer(+2)

Yeah, we were going to spend time near the end of the jam making the wall jump a bit better to control but it ended up being a bit of a buggy mess. Sorry if that gave you trouble haha. Thanks for playing!

Submitted(+1)

It didn’t detract too much. I really enjoyed the game! Good scope.

Developer(+1)

Thanks for playing and comments Jet!  I agree the wall jumping is weird but for me it was because of trying to do it with keyboard.  And........this now reminds me that we should have put in controller support.

Submitted(+1)

Yes like I said it is a minor concern for me too. You guys did a seriously good job with this!