The Cult of the Broken Clock by ectucker1

[raw]
made by ectucker1 for Ludum Dare 47 (JAM)

The Cult of the Broken Clock is a top-down arena shooter where you fight a band of cultists who have trapped you in a mild time loop. Every 20 seconds or so, you switch between having only defensive and only offensive abilities. The arena in which you fight is also a loop, with the hand of a clock dividing a region of dangerous gases.

Controls: - WASD to move - Point the mouse to aim - Press F11 to toggle fullscreen

In defense mode: - Hold left click to shield - Right click to roll

In attack mode: - Left click to shoot - Right click to throw a bomb

Screenshots:

Screenshot1.png

screenshot2.png

Ratings

Overall 627th 3.619⭐ 23🧑‍⚖️
Fun 717th 3.409⭐ 24🧑‍⚖️
Innovation 385th 3.705⭐ 24🧑‍⚖️
Theme 404th 3.955⭐ 24🧑‍⚖️
Graphics 659th 3.727⭐ 24🧑‍⚖️
Audio 424th 3.614⭐ 24🧑‍⚖️
Humor 824th 2.667⭐ 23🧑‍⚖️
Mood 704th 3.477⭐ 24🧑‍⚖️
Given 29🗳️ 20🗨️

Feedback

Yuukurisu
05. Oct 2020 · 23:48 UTC
This was really good, maybe a bit too spammy at the defense part, but overall it was really fun!!
vsi-
06. Oct 2020 · 13:17 UTC
really liked ur game, the concept an graph style
elemel
06. Oct 2020 · 13:21 UTC
Survived! Switching between attack and defense felt frustrating, because defense was very weak compared to attack. Maybe switch between ranged and melee instead, or between different weapons? The clock concept was cool, but running around in circles grew annoying over time.
Zashers
06. Oct 2020 · 13:33 UTC
The overall game loop(no pun intended) was pretty tight, I liked it!
necauqua
06. Oct 2020 · 20:55 UTC
HTML5! (yes)

Really cool aestetic and a nice overall concept. For me it also felt slightly bullet-hellish.

I would really prefer relative control though, absolute movement was not helping at all :)
scott.redrup
06. Oct 2020 · 20:58 UTC
Yeeeea! This is such a neat game, even down to the little scene transition details. For some reason I couldn't fire a weapon or activate my shields - I'm not sure if this is an issue with my trackpad or the game detecting input heh. There's so much potential here!
Blue Pin Studio
06. Oct 2020 · 21:00 UTC
I liked this game, it was one of the only jam games ive actually completed. Very cool concept, perhaps you could dmore with the art. When the play is defensive versus offensive the art style of the character could change or something like that. Obviously more progression would be good like a shop for upgrades :)
JoeDev
06. Oct 2020 · 21:00 UTC
This was good fun, I liked having to adapt between the two play-styles! The style/concept of the game was cool too, and I enjoyed shooting rockets at the cultists to get my revenge for all the bullet hell they put me through haha. Much enjoyed! :D
JoeDev
06. Oct 2020 · 21:00 UTC
This was good fun, I liked having to adapt between the two play-styles! The style/concept of the game was cool too, and I enjoyed shooting rockets at the cultists to get my revenge for all the bullet hell they put me through haha. Much enjoyed! :D
Nefta
06. Oct 2020 · 21:02 UTC
I really liked the idea, graphics, music and gameplay! Good job.
parkuhrmd
06. Oct 2020 · 21:03 UTC
Love the idea! Going from the defense to attack phase was really satisfying, it felt like getting payback on the monsters. I think if the monsters would keep coming at you in the attack phase, this would be even more satisfying, allowing the player to clear out a huge cluster of enemies with a bomb.
Also I think you could cheese the defense phase by simply circle strafing. Sometimes I didn't use any defensive abilities in a phase.
scsc
06. Oct 2020 · 21:21 UTC
An excellent aesthetic first impression with the clock hand making the game feel really natural. When it comes to game mechanics, firstly I'd expect that the timer is going to be somehow related to the game events (maybe like having quests to open a certain crate) or the clock itself, and secondly it could use some progress tracking to motivate player to do something specific, because right now they just strive to stay on the positive half of the clock for the sake of staying there (and never find a reason to go into the dark side unless overwhelmed by enemies). Good job and good luck with your further progress :)
kamennsq
06. Oct 2020 · 21:30 UTC
The game is fun. I liked the sounds and idea of switching between different types of playing!
Eugenik
07. Oct 2020 · 05:34 UTC
Nice, but really hard ... for me :-s
fachscahfttf
07. Oct 2020 · 21:10 UTC
Was a little bit hard withouth the possibility to plan ahaed. You really had to play several loops to know the level.
But that fits the theme :D
Nice work, keep it up
TheCrittersCove
09. Oct 2020 · 13:17 UTC
The mechanics are actually pretty fun in this. Just a shame that the player only gets swarmed with enemies during defense time. It would be much more satisfying to have a ton of enemies around while the player has access to the bombs.

Still very nice concept and the combat is fairly smooth. Nice job.
Rhoka
14. Oct 2020 · 03:28 UTC
Nice entry! The only thing I really found myself wanting was some way to know how many times I had gone around. I know each time you pas 12 you get the chimes, but the sound they make was too similar to other sounds and I didn't even notice it til they hit 5. I think maybe you could have an hour hand on the inner circle? Also II found myself not really using roll or block and just running around. So maybe another pass at enemy design would help? Different types or enemies or obstacles that force you to react in certain ways. Anyway, good job!
Jam373
24. Oct 2020 · 10:24 UTC
Really cool! Complete, polished, fun and unique! Great job all round.
revanj
25. Oct 2020 · 04:56 UTC
This is an awesome game! I find my gameplay experience looping between a bullet-hell and a top down shooter, with nothing in between. Overall this turned out to be ok, with the amount of enemy just enough for it to be fun while not making it overly hard.