wilson-taylor 2022-04-05 15:16
This game's neat! The start of it and the end of it being bookended by long seemingly unskippable cutscenes discourage retries pretty harshly but I still think it's neat! Nice job!
Foon → Ludum Dare Explorer → LD50 → Tragedy on Tattle Row
By cievers
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 815 | 3.44 | 28 | |
| Fun | 1127 | 2.94 | 28 | |
| Innovation | 517 | 3.48 | 28 | |
| Theme | 369 | 3.92 | 28 | |
| Graphics | 602 | 3.76 | 28 | |
| Audio | 361 | 3.65 | 28 | |
| Humor | 543 | 3.16 | 27 | |
| Mood | 512 | 3.65 | 28 |
This game's neat! The start of it and the end of it being bookended by long seemingly unskippable cutscenes discourage retries pretty harshly but I still think it's neat! Nice job!
Really cool take on the theme. I really liked all the mechanics of the game (once I figured it out), but it got a little stale after a while once there wasn't anything new to do. Amazing art and sound, overall really great job!
Nice concept, and well executed too.
No problems with cutscenes (could be faster). For the gameplay, when you get the idea, it's very complicated to lose the game. I wish it was more tricky and also get a track of your Chrono. Maybe on the end cutscene use the number of peoples saved as the time you stayed alive ?
It certainly could have been a bit more challenging after some time, but there was sadly just not enough time to implement that all. As for the number of civilians saved, that is actually directly related to how long you've managed to delay the clock ;)
A maddening and infuriating game. Just like in life when you least want it an anvil falls on your head! Capturing the theme completely, despite first thinking you might have this sorted you quickly realise that the best you can hope for is to hold things off for as long as you can.
Character animation was well done, as was the level physics. With more time to work on it, it would have been nice to have the music ramp up in tension the closer it got to midnight.
Good game. Well done!
It looks and sounds really good! I think the initial and the final cutscene could go a lot faster, or at least have a skip button, it was a bit slow for me. Also the typewriter noises were a bit off for me, but that's a very minor inconvenience. The gameplay itself was fine, i think it got repetitive a bit too fast, and that there wasn't very much happening other than the clock just going, the anvils and statues felt a bit trivial. That being said, it's a really novel concept, i really liked fisically holding the clock hands as if to stop time, and the gamefeel was also simply great, very satisfying to play. I feel like it would be better if instead anvils and statues dropping on the clock, it would be a bit better if you had some sort of thing attacking the player directly, so I would have to actively let go of the clock hands sometimes to save myself and then go back. The art style and the song were really good too, nice at both setting the mood and just being great to look at/listen. Amazing jam entry, very well done!
It took me some time to realise that the mission was literally to rewind the clock. I liked the overall mood/graphics/music (especially the character's silhouette), they work well together! About the mechanics, I'm not sure I did what was best by pushing the clock hands and trying to jump on them, but it indeed delayed midnight. I finally gave up after a while to see the inevitable.
Sadly couldn't give it a shot, since it didn't load up on my Mac (I'm not sure if the issue is your build or my Mac). I did want to comment that I liked the logo tho, that's attention to details I haven't given any thought to in my game, so props on that!
I thought I had to go down first, didn't know I had to turn the clock actually :sweat_smile: Very interesting mechanic, though I had no way to make it go back if it got to upper position, since I'd just slide down from the hand. Also, I was playing this on a 4:3 ratio monitor, so it didn't show the whole background, maybe that's also why I thought I had to go to right/left. Overall, it's a fine game :smile:
I like this game. The music gives me a sense of urgency and powerlessness while the art makes me feel I'm in some sort of world-level mission. Nice combine, easy but fun. "I must run faster than time, so I can save the world!"
Thanks for uploading for Mac! The concept was very interesting and I really liked the music. The only "negative" feedback I'd say is that it's so easy
Could really use some more depth in the gameplay, but the concept is already really good. The graphics and audios are also great and fit the atmosphere. I was trying to headbutt the arm to see if I can reverse it, but an anvil will always hit it forward :pensive:
That was a really funny idea! The first time I played through it I didn't understand what I had to do but when I figured it out it was really fun. The simple gameplay helps make it intuitive and easy to play and understand, but after a while it got a bit repetitive. After my second playthrough I realized that the amount of people rescued was determined by how long you kept it up, something like that could've maybe been nice to see in the game as well since it didn't really seem like there was much of a goal to staying alive longer, and maybe also some more challenge to make it a bit more difficult. I really liked how you incorporated the controls, credits and score into the messages you receive, it added a lot to the game. Overall it was a simple but really fun game, good job :)
Played on mac, intro sequence was really cool but the game itself was just running in one direction against the clock arms.
Pretty good submission! It was fairly straight forward, just jump on the clock hands when they reach 11:45 then rinse and repeat. Could've used a little bit more gameplay :P
I absolutely loved the artstyle and sound design about this game. Typewriter sfx brings associations with a broken clock, resonating with the game setting nicely. I wish gameplay was a bit deeper. Right now I can delay the clock hand just by running in place, standing in the screen center and it seems like an optimal strategy. A boring one for sure :) In my opinion, the game can win from scaling the level a bit (maybe that'll require to add a couple of additional platfroms), increasing the distance between the clock hand and the ground. That will ban this "boring strategy", forcing player to move intensively, catching anvils and stuff. Anyway, that's a solid game and a great jam entry, thank you for your work! :)
Cool cohesive aesthetics and great usage of the theme!
Mechanics-wise it could use some upgrade as I can just run against the minute arm at six indefinitely.
Maybe some kind of stamina bar could force the player to affect the clock differently from time to time (like throwing objects on it, going for a stomp etc)?
Interesting take on the theme, once you've figured out the main game loop there isn't much to do so it would be cool if you had to multitask between another task while trying to stop the clock. Good job!