Countercl0ckwise by Iker Díaz
Short 2D frenetic arcade circular plarformer
by https://twitter.com/IkerDDv


| Youtube | https://ikerdi.itch.io/counter |
| Original URL | https://ldjam.com/events/ludum-dare/47/countercl0ckwise |
Ratings
| Overall | 609th | 3.628⭐ | 115🧑⚖️ |
| Fun | 360th | 3.719⭐ | 116🧑⚖️ |
| Innovation | 546th | 3.561⭐ | 116🧑⚖️ |
| Theme | 294th | 4.053⭐ | 116🧑⚖️ |
| Graphics | 841th | 3.513⭐ | 116🧑⚖️ |
| Audio | 764th | 3.182⭐ | 112🧑⚖️ |
| Humor | 944th | 2.494⭐ | 89🧑⚖️ |
| Mood | 898th | 3.296⭐ | 105🧑⚖️ |
| Given | 15🗳️ | 4🗨️ |
Positive points
- The concept is simple and easy to understand.
- Addictives
- Very clean visually
Negative points
- I would have liked to control a little more by his environment.
- When the wheel gains speed, the image shakes too much.
- A small scoring system would have been great.
- lacks a little bit of juice
Good job.
Respect
It got me busy for a while, nice entry !
Nice job giving the player ball a sense of movement!
Great entry!

Good job !
And I do love low-res games for jams :wink:
The visual style is pretty cool, I liked those huge big pixel moving not pixel perfect, that set a sort of "distorted" atmosphere. Having no music and using only the gear sound was perfect to me, it improved the mood. The speed up visual/sound when the loop changed was also cool, but I don't know why it felt a bit laggy. Still nice to have, increased the tension.
Game side, it's fun, maybe your movement are a bit limited, especially in mid-air, but I could say that it was ok for this game, not sure though. Anyway, I've never felt like I was losing cause of the game being unfair, but mostly because I needed to get better with the movement and to better know how to react in the various situations. I say this to specify that the way you designed the level make the limited movement enough and not like a huge struggle that makes it super hard.
It was fun to master one loop and then having to know how to overcome the next.
The annoying things was having to do it over and over from the start. It was like that 3 phases boss where you perfectly know how to handle the first 2 phases but you have to do them every time anyway.
Also, at first I thought the white dot in the middle was something that could hurt u (don't know why since it is white) and I wanted to touch it to understand if it did something. More than half the time I played was in trying to touch it LOL, but when I saw that it was safe, I knew I had my ticket to the end of the game ahah.
This is how I won lol (without this trick, I managed to get to the last loop once).

I was wondering if you made the center dot for this purpose, or if it was supposed to be an obstacle (I mean, I struggled to touch it so it was not that much of an obstacle tbh).
Nice and fun game, small but polished!
Edit: you made a lot of identical post to promote your games. It's not like you made a lot of them and it's mostly ok, what makes me a bit angry is that you made them to promote your game and you just voted 9 games. I mean, come on, at least rates if you want to be rated so much... If you don't have time to rate I don't think is cool to spam the same post to have more when you already have a lot
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/772381107?t=0h6m11s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Maybe I miss more options for the player, now the only choice is jump and move a little, for a player it's difficult to control an environment that all the time is changing and go faster, maybe one point is going deep to this, for example, imagine that you add in one loop "sticky walls", the ball can stick to the wall and the player can release from this wall pressing Jump action one time (it's an example), but I think with these things, the player can control better and feel more "ownership" about the decisions of the game, more "protagonist".
Did you see this game? Perhaps you can obtain more ideas... https://papercookies.itch.io/mobius
Despite all these things, it's an amazing and original game! Congrats!
Besides the fluent gameplay, I also really dig the very clean and minimal controls!
If you're doing the pixel effect with a scaled down rendertexture target, turning off anti-aliasing for the camera will avoid pixels with gray tones.
On a related note, I would add a script that just watches for screen size changes and recreates the target texture when those change. The game looked pretty funky on a wide screen monitor...
Some more juice would have really sold it, particles, animations, screen shake etc.
One of the other comments asked for scoring, so I'd like to add that I really appreciated that it doesn't have scoring. It's a complete experience that ends, which is nice.