Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ClockTowerBass

25
Posts
1
Followers
A member registered Dec 04, 2020 · View creator page →

Creator of

Recent community posts

You had an interesting idea that has the potential to be developed further!

I am not sure whether there is a way to lose. Other commenters wrote that light damages you, but I did not notice any damage being dealt.

Otherwise enjoyable music, which was neither too loud nor too quiet. Good job!

Congratulations on creating a very unique experience!

It was sometimes hard to tell where to go, because seemingly solid boundaries were traversable, whereas some open ones had invisible walls. I found the goal nonetheless after some attempts.

A nice implementation of the theme and an important topic to have a spotlight on. Very enjoyable play experience!

When I encountered the locked toolbox, I assumed the key from the bedroom was required, but as I opened my inventory, it was gone, so I thought it was a bug. I found the correct key nonetheless, but I'd suggest adding info whenever a key is used to open stuff.

Overall, great job! There's quite some content for a 50h-Jam!

Good job here for your first solo project! I think the idea and gameplay are pretty straightforward, but this did not keep me from having to stop and think sometimes.

It happened to me that I got stuck on walls and ceilings, but this is probably a collision issue.

I had fun overall, so if you had fun making the game as well, keep it up :)

I like the concept a lot. Taking care of your little buddy is a nice idea to fulfill the theme. The graphics, music and sound effects were enjoyable as well.

I wish my little companion would move a little faster because I want to gather resources up front so that they feel comfy, but they are dragging behind, leaving them in the darkness. If I move slower to be close to them, it feels like I can't collect enough to provide safety. So either way, I did not get very far in the game.

Overall, great idea and concept which might get developed further. Currently, I'd suggest balancing it to make it easier, so that more people can enjoy it.

I was disappointed first because in the first level, you are looking for your toxic ex all around, but once I got from level to level had a nice "Aha!" moment while following the story!

I like the original game design, though I would make the blocks a little bigger next time so that the protagonist does not stop at every small forgotten obstacle.

Graphics and sound were likeable, as were the cutscenes.

I was not able to move with WASD (I have a German keyboard, but I'm not sure whether this had an impact), but with arrow keys the game went on nicely.

Keep going an much luck in future projects!

Ah, adrenaline spike! Interesting take to focus on the player's comfort instead of the game protagonist. However, this makes it fit the theme less in my opinion.

Protecting the crystal was an ok goal, destroying the enemies was more fun, though the shooting did not feel entirely right as of yet.

Did you include the actual DOOM 2016 OST in this? I assume do not have the right to use it, so I'd replace it with music that you can legally use after the jam.

Wow, what a ride! As some others have pointed out, the game is very difficult due to a lack of knowledge of how much HP the player has. Also, having to invest HP in order to perform special moves adds to the problem.

I'd suggest introducing a separate resource to draw from to perform special moves as well as the ability to heal (maybe by drinking blood from fallen enemies). Because all in all, I'd love to be able to explore the levels you've built, but the difficulty is too high for me currently.

Congratulations on creating such a dense atmosphere. The protagonist was well-designed artistically. With the silent monsters in the shadows, you are always keeping an eye out, though they are sometimes really hard to spot.

I've downloaded the .rar from the rating page and therefore did not encounter the control scheme on the game's itch page until after I had finished the game. But if people are able to figure all necessary controls out during play, I guess this also speaks for you.

In my opinion, the comfort theme is not very present here, although I see the point in returning to safety once the game is finished. But for me it was rather a "find a place to survive" than "finding comfort", but this is highly subjective.

That is an interesting take on the theme! It's nice to have a tutorial to see the possible controls (although I think it is rather a 'Controls' menu option than a 'Tutorial', but that's nitpicky.

I'd suggest not allowing enemies to spawn in the near vicinity of the player, so the player has the agency to react to their approach before the enemy starts attacking.

Further, I'd suggest normalizing your diagonal movement so that it is not faster than pure up-down and left-right movement. I'd make movement faster altogether, though.

My last point, but this is partly my short-time-memory failure: In the tutorial, it is written "Collect comfort points to upgrade your furniture", so I thought the initial task is to look for some token in the room to collect. I later found out you get comfort by attacking the enemies.

Have fun with your future projects!

Hi Chris, thank you and Chloé for hosting and for your feedback as well :)

You observed correctly, we ended up developing a lot of mechanics, so the artistic part stepped a bit into the background. This was the first jam that brought us four together though, so we are happy for the opportunity nonetheless!

Hi alpyalti, thanks for playing :)

If we decide to develop this idea further, we'll have to think about better ways to teach the gameplay. Thanks for your feedback!

Hi BeeEL, glad to hear you liked our idea :)
You are right, we did not spend enough time to playtest it, otherwise, we might have realized that more information should be available to the player (like the panel you mentioned).

Thanks for your feedback!

Hi Captain_Salat,

thanks for playing :)
You are right, more time should have been given to playtest and tweak the edges. A good lesson for next time!

Hi Gleefre, thanks for your feedback :)

Don't worry: During the phase where you can move your character, time only passes once you take a step. You can stand on one spot as long as you wish to take time for planning your next move.

But for usability it is probably a good idea to add continuous movement at some point anyway, so thanks for pointing that out!

Hi Nullmike, thanks for playing :)

The idea is to take items from the rooms and place them in the hallway to distract the inhabitant of the room you are sleeping in from reaching you early. Through your feedback, we now know that this mechanic probably needs a clearer explanation, many thanks!

It took me a while to get a hang for the crossbreeding, but as soon as I noticed that plants have to stay for multiple sleep cycles I had fun with it.

The seedlings are a little hard to see since their dark green color has little contrast to the lawn background. Placing multiple plants at once would be a great improvement.

I like the concept of harvesting and selling based on the economy. Also, the whole bear-themed stock market and news reports was silly in a very positive way. The music is beautiful and gorgeous.

Unfortunately, the daily cycle if very hectic. It took me three attempts to know what I need to do altough there are explainations. Having bigger numbers for the inventory and prices would be good, too.

The night time was very frustrating because of the dragons' hitboxes, which are very small (this has been noted previously, too). Also, sometimes I have the feeling my arrows get blocked by other arrows that I've already shot and are now floating in the air. Are they in the same hitbox layer?
Surviving the night without having at least $100 seems impossible to me.

That being said, I like the overall concept. Imho it needs balancing tweeks.

I liked the controls. After dropping from the very first plattform I though "the speed is way too high". But 10 seconds later I would not have it any other way. I can't explain, but it just seems right to me.

I would've wished for the vines to be more than a reason to interrupt my happy jumping. This way it only breaks the flow of the game.

Keep making games, please!

The praise for the unique concept is well-deserved. Really, really good job! The art is outstandingly lovely. The music is a bit repetitive, but not annoying and fits the game's overall playing speed really well.

Didn't expected to have so much fun with this game! I was put off at first because there was a lack of instructions, but I was able to figure the game's mechanics out though the animation feedback. This deserves praise!

As @Humane Tiger already wrote, planning ahead would increase the fun even more by having a Tetris-like preview of the next tool. Another idea would be to kind of 'save' tools for later use in the selection. Dunno. What I want to communicate is that I see potential. Both in the game and in you as a dev. Keep going!

I love that you got creative here with the patters. All bosses felt different to deal with. Good job!

As others already mentioned, people with sensitive eyes could not enjoy this game to the fullest currently. I'd advise muted colors, but this is again depending on the overall style.

For Toxic Bok's homing missiles I'd suggest adding a blinking animation or something similar to indicate that they'll blow up. Was not clear for me from the start.

I hope you keep on making games if you enjoyed this jam.

This is a lovely little game where I caught myself bopping to the music while playing. It reminded me of the older light-hearted Pokémon tunes. The risk-reward system caught me immediately, too.

If you continue working on it, I'd suggest introducing levels to give adrenalin-induced players a moment of rest in between :D

Highscore: 11195

Congrats to every participant! We also have a chocken in Potat 'n Friends. :)