FoonLudum Dare ExplorerUsers → Tristan Mansfield

Tristan Mansfield

Games

YearLDThemeGameDivisionRankOvFuInThGrAuHuMo
202047Stuck in a loop👥Clockmakerjam1274.094.033.784.254.504.112.804.03

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Humor vs Overall

Mood vs Overall

Comments by Tristan Mansfield

LD47 — Stuck in a loop

Clockmaker by Tristan Mansfield 2020-10-06T15:58:32Z

Thank you all for the feedback, I'm glad so many people are enjoying this!

Addressing a few of the issues people have had:

@delender1100 Not sure why the game might be lagging, sorry about that.

@aaronflippo If you're stuck on the main menu, you press the spacebar to start on keyboard or the A button on controller (I'll update that in the description). If your keyboard doesn't seem to respond, is it possible you have a controller plugged in? It will default to that. (this issue has been fixed)

@bongard22 If you end up getting stuck in a wall or a softlock, you can press backspace if using keyboard or select if using a controller to reset your position back to where you spawn. I may put in a bugfix to have it do that automatically. (done)

Clockmaker by Tristan Mansfield 2020-10-06T16:08:42Z

@firebelley @coleslaughter I agree that it does ramp up pretty quick. :sweat_smile: We had all these ideas for mechanics we wanted to introduce but only enough time to make a handful of levels, so we had to compromise a bit (we even have a bunch of unused sprites/code for falling platforms, teleporters, stuff like that). If we end up expanding on this we'd definitely introduce new things more gradually. Thank you for powering through and leaving feedback!

Clockmaker by Tristan Mansfield 2020-10-07T17:23:00Z

@kogyblack I can address a few of your points from a programmer's perspective. You're actually correct that it's not technically deterministic. If the game runs at 60fps 100% of the time then it *should* be, but if there are any frame drops at all the puppets will miss inputs from those frames which can throw off timings. It's as close as I could get for a game jam. :wink:

Good suggestion for the fitting into a gap thing, I'll have to see if I can figure out how to implement that in the future.

And as for the controller issue, I did hear of some issues with folks using non-xinput controllers. Unfortunately not all controllers deliver input the same exact way, and the only way around it is to create a controller re-mapping screen or something of the like (which is a bit daunting when you only have 3 days). I guess I'll need to create one that I can just drop into any future projects.

Thanks for the feedback!