Fear Of Gears by
Tick, tock. Tick, tock.
The sound of rumbling clockwork surrounds you. Transient portals to other realities open nearby, releasing extradimensional mechanical monstrosities. All the while, the massive clock face beneath you ticks ever closer to 12...
Fear of Gears is a fast-paced roguelite, made in just 72 hours for Ludum Dare 47!
Features:
-Dash and slash, swinging your sword about to fend off your cosmic foes in wave-based combat! -Choose from a variety of upgrades, including infesting your body with a dark presence from another void and infusing your sword with the power of the cosmos to fire a searing beam of energy -Face the consequences of your actions: each upgrade you choose also empowers your foes! -Meet a familiar face when the clock strikes 12 -Do it all again, only better, in the next time loop!
Made by: (twitter names) @dev_dwarf, @nolnad, @blabberf, @Lewmothmusic
| Youtube | https://dev-dwarf.itch.io/ld47 |
| Youtube | https://dev-dwarf.itch.io/ld47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/fear-of-gears |
Ratings
| Overall | 29th | 4.306⭐ | 33🧑⚖️ |
| Fun | 17th | 4.306⭐ | 33🧑⚖️ |
| Innovation | 264th | 3.839⭐ | 33🧑⚖️ |
| Theme | 474th | 3.903⭐ | 33🧑⚖️ |
| Graphics | 19th | 4.683⭐ | 32🧑⚖️ |
| Audio | 9th | 4.583⭐ | 32🧑⚖️ |
| Mood | 12th | 4.534⭐ | 31🧑⚖️ |
| Given | 31🗳️ | 19🗨️ |
Also love the clockwork thematic and the beautiful beautiful music aswell <3 <3 <3
anyway really cool. lovely art, lovely music, lovely sounds. my only two complaints are 1: it's very hard to tell when you actually take damage. a screen flash, screenshake, some aura around the player, etc. would help. i dont even know what the current tell is, which means it probably isnt obvious enough heh. but the game is easy enough that i never actually died, so that drawback never turned into frustration for me, which is good.
and number 2. the sound mixing is a little harsh. some sound effects are 4 times louder than others, and sounds of the same type stack up causing them to be louder even though it's the same sound playing.
other than that, really great stuff as always. couldnt imagine less from a team like this.
Not much to critique, this is better than anyone should expect for a 72hr Jam Game!
-kicked out of full screen mode when I enter a portal (windows) :( I want to see all the shine in full screen!!!
-the cards are cool, but the random de-buffs don't feel good. I pick a card that makes me stronger, but then the enemies get more defensive? Maybe it would've felt better if a few de-buffs were presented and the player had to try to pick against those tactically?
I'm a bit torn on the upgrade system, just getting random debuffs makes the upgrades feel kinda pointless. I'm just gonna pick what I feel like, and I pick more if I want it to get harder. Seeing what debuff I'm gonna get could make it feel more tactical, but would make it easy to always pick simple debuffs. But maybe you don't see all of them, or maybe there is an upgrade that let's me see what debuff I'm gonna get from a card (which can be picked up to 5 times to see all five potential debuffs). Or instead of a debuff being associated with a card, I can see what debuff I'm getting when I pick e.g. a second or third card, but it doesn't matter what second upgrade I pick. (anyway that's my ramblings on that)
How far do I have to get for the bossfight? The game starts to feel a lot like discroom once you get your seventh loose gear. It's hard, but still felt pretty fair. Kudos.
I love action games in general and this game is hitting ALOT of good spots. This is almost a full-fledged game, you could DEFINITELY take this to a full release. If you are doing that, I'd like to be a beta-tester please, hit me up.
Let's start with the positives:
1) Lots of juice here. Everywhere. Sound effects, music, the hitting, the dashing/teleporting, the killing. There is a lot of things done right in this game, and the pacing/flow feels really good! Very reminiscent of my time playing Hyper Light Drifter where it's a lot of dash and slash. Really good feeling here!
It's good enough for me to say, I'd pay for this. It's amazing. I love what you did here.
2) The artstyle is something worth celebrating. It's absolutely cohesive with everything else in the game.
3) Thematically? Simple, it's a roguelike. Execution? Perfection.
I personally advice your team to start posting about your game on the LD feed. It really brings the game a lot of publicity, as it did to mine, even when my game was a humbling idle game.
You guys deserve a lot for this!
Some other qualms with the game:
1) Once you get the hang of the combat, you can really start pushing with getting all the cards and the pros can quickly outweight the cons. Obviously, it's a jam game, balancing is not exactly the top of the priority (especially in end-game balancing) but it's something worth noting.
I reached the point where I basically don't die, and I kill the boss by him touching me (thorns(?), it was the second playthrough though).
But other than that, this was great. I enjoyed this game so much.
Interesting that others noted you can just pick all the cards and you end up nearly invincible. I didn't realize that and just mostly picked one card at a time focusing on health regen, drain and the shield and did manage to win the final boss that way.
I really loved the graphics, enemy variety, and the various buffs and debuffs you could get! One small complaint is that I think the player's movement speed seems pretty slow which made dashing felt strictly better, especially since your dash also damages. I pretty much just ended up playing the game via dashing.
Now this was a very fun game, I had way more fun than (my already high) expectation!
I certainly am bad at bullet-hell like games but despite that the gameplay was very fair & fun enough even for blokes like me to actually enjoy the game instead of getting instakill'd by the amount of enemies.
And the random perk selection followed by random handicap was very innovative to me, and frankly I think this game was the first game (at least for me) that has this kind of extreme tradeoff system... And it surely made the gameplay more unique & interesting.
My only nitpick (sort of) was that the dash seemed kinda OP, I was able to just dash around the room & bash everything into a finely-chopped mush... But who can blame it, it's a jam game afterall and this level of pollish is like, next level already.
But in overall, holy crap, it's GOOD. I won't be suprised if this entry ranked the top 10.
I thought it might be some freak problem on my end since nobody else has seemed to have any issues playing, but the problem persisted after I tried re-downloading the game and rebooting my computer.
Then I tried on a another machine and got the same problem there... so now I'm not sure what to think. Any idea what might be wrong? This looks fun and I'd like to give it a try.
The upgrade/debuff cards are pretty evocative, although it wasn't always easy to guess their effect at a glance. I think I would've been more invested in the upgrade system and each individual run if I had some information about the current upgrades and debuffs, if not in a way of explicit numbers to the side of the screen then in a way of maybe some symbols, icons, visual cue on enemies themselves or other indirect info. I don't mean that as a significant critique and I understand that a) all this was done within tight time-constraints and it already is very impressive fidelity-wise and b) rogue-likes often are obscure by choice.
The biggest issue I've had was with the lack of feedback from the game: I couldn't always understand if I'm hitting enemies or if me simply keeping my swords in their sprites without making an attack damaged enemies and the only way for me to understand I've been damaged at some point during the level was to look up at the health bar.
Anyways, the game got me hooked so Imma bolt - gotta kill that pesky boss!