Clockmaker by Tristan Mansfield

Clockmaker is a puzzle game where time is constantly looping.
Using your magic stopwatch, you can record a series of actions to be performed by one of your 'time puppets', a spectral version of yourself that acts as you do. Every loop, the actions you've recorded are carried out by your puppets, and you must work together with them to solve puzzles and climb the clocktower.
CONTROLS:
Keyboard
Movement / Menu Navigation - [W][A][S][D] or Arrow Keys
Jump / Select Menu Option - [Space]
Record - [1], [2], and [3] (must be unlocked first)
Reset Clock - [Enter]
Reset Room and Teleport to Entrance - [Backspace]
Controller
Movement / Menu Navigation - Left Joystick or D-Pad (control scheme is more D-Pad friendly in my opinion)
Jump / Select Menu Option - A
Record - X, Y, and B (must be unlocked first)
Reset Clock - Start
Reset Room and Teleport to Entrance - Select
Press [ESC] at any time to quit.
Created by:
Tristan Mansfield (programming, sound, level design)
Brandon Mikulsky (art, music, level design)
Bugfixes
Fixed an issue where the player and some objects could get stuck in activatable walls or softlocked behind them. Now if the player gets stuck, the game will automatically reset the room; any objects should now properly be destroyed that would have gotten stuck. If you get softlocked, you can press a button to reset the room.
Fixed an issue where the input device would incorrectly default to controller input. Now the game will detect input from both controller and keyboard and switch to whichever was last used.







| Youtube | https://narbis.itch.io/clockmaker |
| Original URL | https://ldjam.com/events/ludum-dare/47/clockmaker |
Ratings
| Overall | 127th | 4.093⭐ | 45🧑⚖️ |
| Fun | 114th | 4.034⭐ | 46🧑⚖️ |
| Innovation | 301th | 3.784⭐ | 46🧑⚖️ |
| Theme | 109th | 4.25⭐ | 46🧑⚖️ |
| Graphics | 63th | 4.5⭐ | 47🧑⚖️ |
| Audio | 93th | 4.119⭐ | 44🧑⚖️ |
| Humor | 724th | 2.806⭐ | 38🧑⚖️ |
| Mood | 161th | 4.036⭐ | 44🧑⚖️ |
| Given | 52🗳️ | 63🗨️ |
Really great work!
the level design is clever, the music is fiting and doesn't get annoying, i have really nothing bad to say about your game, and it's so clean for a game jam project, good work !
I'm super impressed with this one. It seems super polished, looks fantastic, and the puzzles are all really clever.
I will say though that the puzzles probably ramp up in difficult too fast. There were some levels where I had to discover and apply a lot of new concepts all at once, all while figuring out how to layout my recording timeline, which left me stuck more often than not. Solving those puzzles was super satisfying, but I can see a lot of people getting turned off in frustration due to the pacing.
That being said, I don't expect that level of balance in a jam game. The fact that y'all were able to come up with these tricky puzzles in such a short amount of time is commendable in itself. Fantastic work!
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)
And everybody should love clockworks.
Only caveat might be that the controls felt a bit complicated. I felt like the game could have used less buttons (e.g. ame button for picking up, throwing as was already said before). Also, the jumps and timings felt really tight. But I'm nitpicking
One small suggestion would be a way to restart the level because it's possible to get stuck. Here for example, where my time puppet couldn't reach the button without me anymore:

But the game is great all around and on theme as well! Great work! :v:
The game is very good. The gameplay of The Company of Myself is not so innovative, but you knew how to use it properly, have a proper theme for the game and a very good concept.
I was not expecting to use my controller, and I had to go through comments to see why normal keyboard keys were not working. So a suggestion is for sure support both keyboard and joystick (I have my joystick connected to PC the whole time), or show some simple UI that points out that joystick is being used for input.
Also for constructive feedback I have some points.
1) since it's a timing game, it's good to have time markers on the clock so you can have a better time syncing. I had to decide some points, like 1/4 or 1/2 or 3/4 of a full rotation to know when I had to do something.
2) physics is not perfect, so avoiding tight gaps would be good. I simply gave up at the 3 clones level (I don't know if you have more after that). I had 3 clones stacked and the 3rd one was jumping and getting inside the gap, but it took me 5 to 10 tries to fit him into the gap (holding right doesn't automatically puts him into the gap, which in most games would), so after setting everything up I saw I had one clone in a wrong location at the end and had to redo the gap jump. After 3 times having to redo I had to give up :/
3) I think this is totally okay because it's a 72h jam, but the clone's replay are not deterministic haha sometimes they just missed their jump and I had to wait for one cycle or two to try again. Actually a good suggestion would be to have a button to restart the cycle with the same clones.
4) controls did not completely match. I don't know if it's because I'm using a DS4, but start just closed the game and reset did nothing. When I got stuck like the image above I had to lose some cycles to get back to a useful position. It was okay because I only softlock like the image above, if I had to restart from beginning more times would be frustrating.
Anyway, beautiful art, nice design, nice music. Hope I can see stumble on your work next jams :D
I agree with the point about the clock having notches, when I've been playing, I just watch the individual pixels to time things better. In the 3 clone level, you don't need to squeeze into any 1-high gaps. I'm assuming you're referring to the gear on the gate? The button right above that clears it so the gear can fall. If you're referring to the 3 gate jump on the top right, that's just a timing puzzle so there should always be a wall that you can bump into so you don't get stuck. The clones aren't deterministic, since they only record your inputs, so if you're jumping beneath them when they're making a jump they can sometimes sit to your head if you intersect, slightly changing their locations (just as an example, I'm not saying this is exactly what happened in your case but it can happen with very minor changes in each cycle so I can understand the frustration). The timing can be reset with enter on the keyboard or Options on the DS4 controller, which will restart the timer for only your clones and the gears so they can start at the beginning again. The PS button will reset both the player positions and the timer. I can't get any of my DS4 buttons to close the game, though, so I'm not sure what that's about, but we do already have both of those features in the game. There's only one 3 person level in this, so good job on getting that far! We had to last-second make it more difficult, since it was possible to do it with only 2 clones. Even now, it's still doable with 2 but it's much harder.
Thanks again for the feedback! I hope this helps, sorry you had issues with the controller.
Unfortunately, I couldn't get past second level, had a lot of struggle with throwing :( And the time felt a little too fast for me.
Overall, great entry! Keep up the good work!
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!
I think my DS4 controller maybe was configured with Steam control settings, I'll retry your game later and disable Steam control settings. Now I need to get through the 3 clone level xD
Thanks for the game!
I quit the game after a while and lost my progress, and the game being quite hard, I didn't have the resolve to work back to where I was. A level-select would be nice. :)
I only managed to find one puzzle that seemed to have an unintended shortcut, which is pretty impressive considering they were all designed in such a short time frame.
The art was also really nice, and the whole thing just shined with polish.
Well done.
seen in any other title this jam. From a level design standpoint, progression feels very natural and the learning curve isn't too steep.
A wonderful entry all around!