Are all the clocks in the world even aware that it's Clock Day?
Are all the clocks in the world even aware that it's Clock Day?
I'd imagine so
This was a really enjoyable experience! The mouse controls were surprisingly intuitive, and the graphics, while simple, do an effective job at both establishing a visual style and indicating what everything does. You were able to slowly introduce new mechanics to the player in a way where I could easily understand and pick up on them.
One problem I did have is my mouse would regularly run off the window frame, causing me to lose control of the ship and potentially fail the level. This would usually happen either when I was trying to do some precise flying along an edge (such as in level 12), or when I was trying to move the ship quickly across a large distance. But that aside, this was still a really fun and challenging game to play!
Thanks for playing and reviewing my game!
I appreciate the feedback about the mouse going outside of the window. I'm going to try expand the clickable game space in the next update. Thanks again!
Interesting concept, having to balance breeding and sacrifice in order to create the ultimate life form. While I'm personally not the biggest fan of games with large amounts of grinding, here it's easily manageable, and now I'm genuinely left curious as to what the 'ultimate life form' is. If there is one complaint I have, it's that it's way too easy to accidentally kill a high-level fella that you'd been working on for a while. This is what, unfortunately, ruined the game for me in my initial 'quick' playthrough, although I'm not sure whether this was done purposely or not. An idea I have is that sending them into the wall for the first time makes them 'dizzy', after which you can either wait for the dizziness to wear off (turning them back to normal), or send them into the wall a second time to go in for the kill. Other than that, I'd say it's pretty neat.
Sweet Idea, Cheers for the review and critique!
This could be a pretty fun time-waster if a few issues were addressed. For example, getting a high score seems to be purely based on RNG, specifically how many grey ducks the game decides to generate in a round. I've played through multiple games where I've hit all of the grey ducks (or at least calculated what the score would be if I did), and the score I ended up getting has ranged from 64 to 86.
I also personally think the game would be better without a time limit, as even if the ducks are spawned in a set pattern, that would still limit the score the player would be able to get. One idea I have in mind is an infinite version of the game where the player has a number of lives, and they lose a life every time they hit a yellow or red duck. You could even make it extra hard and take away a life when the player misses a grey duck at all.
If there's one thing I was pleasantly surprised by, however, it's the game's art style. I certainly wasn't expecting it to be in 3D, but it makes the look of the ducks and the flinging of the mice pretty funny (in a good way).
Altogether, it's a very good start, but in my opinion, the scoring system needs a complete overhaul before players will be truly challenged.
tbh, i was thinking that the score system needed work
Didn't think about the lives mechanism. I'll try implementing it, thanks!
Thanks for the detailed review (really appreciate it when someone decides to put time and effort to give a gud review u know?)
After playing this game for about 10 minutes or so, I've found this to be a neat little concept. It's very reminiscent of those nifty time-waster games you'd get on mobile back in the day (Flappy Bird is the only example that comes to mind right now). The game does have its flaws, but hey, that's what Newgrounds judgements are for, right?
The minimalist aesthetic this game has is spot on. It works perfectly, because that's the kind of game it is: an easy, simple experience designed to be picked up and played at a moment's notice. It's kind of like a zen feeling, in a way, although I wouldn't exactly call the gameplay itself the most relaxing thing in the world.
Speaking of which, the gameplay is simple, just like the aesthetic, although I would go as far to say it's *too* simple. While being limited to a single direction helps keep the gameplay as minimalistic as possible, this also means that all of the levels have to be built around this concept (i.e. there must always be an opportunity to turn right). This simply isn't the case, as can be best seen in Level 4. Sometimes the dots will appear right in the middle of the bottom/top intersections, making it almost impossible to turn right in time. Not to mention the fact that a dot will sometimes generate in the bottom-left corner, which makes it literally impossible to collect without dying. There are two ways to solve this problem: redo the levels so that a right turn is available to the player at all times, or allow the player to turn left (my personal suggestion is to have the left half of the screen turn you left, and vice versa). I've also found it a bit hard to judge the distance between myself and the corners due to the slight 3D perspective of the levels, although this could just be me.
As for the scoring, if getting the highest score is the main objective of the game, I personally think it would be a lot more fun and challenging for the player if the scores were kept for each individual level rather than for the whole game, as this would encourage the player to play different levels, and not just stick with the one they know it's easier to get a higher score on.
Apart from the issues mentioned above, I do believe this is a concept with potential. As I mentioned in the beginning, this is the type of game that reminds me a lot of the stuff you'd get on mobile devices; have you considered making this into an iOS/Android app?
Thank you very much for your review, your suggestions are really good!
This is a simple concept that I wanted to develop in a short time. But if there are enough players interested, I would like to work on an improved version with more content of this and other of my games for the Google and Apple stores.
Character designer, worldbuilder, and creator of weird little creatures.
England, UK
Joined on 5/24/22