Your time is precious. With only 60 seconds to navigate this infinite world spend your time wisely to get as far as you can.

Screenshot 1 Screenshot 2

Use A/D or Left/Right to move and space to jump

You can sacrifice a second of your time to jump again while in the air

You can hold space while falling to slow your descent and double the rate of the timer


There are 3 additional costumes to unlock. Can you find them all?


Henry Haak- Code, Level Design, Music

Ross Boman- Art, Level Design

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  • Jupiter Hadley
    Lv. 13

    Challenging game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :)

  • Fachewachewa

    Hashtag team timer was good.

    BUT everything else is also red, and you can't see s**t. Especially the lava geysers, they're almost the same color as the background. Everything is also too small, but you still can't really see where you're going.

    The idea is good, but it would have needed a lot more time balancing everything.

  • Nicko
    Lv. 5

    Really interesting take on the sacrifice theme. Controls felt responsive and I haven't encountered any bugs.

    What I didn't like was that the platforms and obstacles where blending in too much with the background. I think a much lighter background would have been better.

    A nice game with interesting gameplay. Well done.

  • Veralos
    Lv. 38

    This is a pretty cool game. The concept is good and it works well for the most part. There's a nice amount of choice involved when deciding when it's worth it to use extra jumps or go for time extensions. Losing time by getting hurt is also a sensible addition.

    Unfortunately, your score seems highly dependent on the level layout you get. As far as I can tell you get more points based on how far to the right you go, so if you get a really horizontal level you can get way more points. My best was 16322.

    The music is good and helps to convey the feel of the game. The graphics are decent. I really like the big countdown timer in the middle and how it shakes when you double jump, take damage, etc. The hourglasses could look a bit more distinctive, though. For my first few plays I thought they were obstacles to avoid.

    • Henry Haak
      Lv. 41
      Henry Haak Coder of Clocktease

      6yrs ago

      Hi, glad you enjoyed the game!

      The score is based on the time you're alive and the number of rooms you visit, so if you get a vertical section it only really slows you down because it take s a while to jump up the room. That being said, you are right that your score is very layout dependant. If we had more time we would have balanced that perfectly, but obviously we only had 48 hours.

      Anyway, thanks for your feedback!

  • Kwis
    Lv. 67

    Gotta insist on how the game elements (mostly the traps) are waaaay too blending with the background. It's very, very hard to see where you're going, especially since everything is so tiny.

    Liked the clock idea but it could have been brought in a better way :/



  • pmmj
    Lv. 2

    Interesting idea! I actually liked the timer, but I do not think the rest of the art matched the timer. If possible, I think the timer in your thumbnail would have looked great as well! I like the idea of sacrificing time for a jump, but I do not think the level design complimented the idea well, and the game as a whole suffered due to it, as it basically ended up being hold space and hope you get a time bonus. Overall this game had a lot of potential! Keep up the great work!



  • cortop
    Lv. 4

    I really like the idea of this game and I liked the controls, but I REALLY didn't like the timer. I just found it blended in too much with the game elements and I couldn't focus on what was happening.

    I think the timer could work, but it needs to be more separate from everything else. If the rest of the game was more saturated/different colors/brighter than the timer, then it would be fine. The idea of a huge looming timer appeals to me, but the way you have implemented it is poor.

    Maybe it doesn't bother others as much, but the timer ruined the game for me. I realize it sounds really shallow and I'm sure it annoys you that it's the only criticism I'm giving you, but if I can't play the game because of one element, then what else can I do? If you make a version of this game with a toned down timer, then I'd love to play it!



  • Tecna
    Lv. 10

    I really liked this game, the music is very cool and I like the ambience created by this game as a whole. Unfortunately, it was unforgiving and I only unlocked one costume.

    Unlike the majority of the feedbacks you are receiving, I really liked the timer, it conveyed urgency very well and I could always keep an eye on how much time I have left. The effect of taking damage was also very cool.

    I think the drawback from giving away one second to double jump is much too unbalanced, since you need to double jump all the time. Besides that, as the others said, the obstacles and background need more contrast, as its hard to distinguish one from another. One way to achieve it would be by saturating more the objects and less the background (the objects are more colorful while the scenery is more gray-ish).

  • Problematicar
    Lv. 37

    Definitely an interesting idea, to have the hp, score, time left, and extra jump, all connected to the same thing, Didn't feel really connected to the theme though.

    I liked the randomly generated level, but some parts of it could've been designed better, the extra jump was more than necessary in some sections.

    Also the art and sound weren't bad, but the timer on the background was way too distracting, you could've made it a little more transparent.



    • Henry Haak
      Lv. 41
      Henry Haak Coder of Clocktease

      6yrs ago

      The original idea was that you were sacrificing your time to use "Demonic powers" that gave you extra jumps and the ability to float. There were other ideas planned, but they were scrapped because we didn't feel like the game was improved by having them.

      The level design was probably my fault. I realized at the end of the first day after working on the game for only like 6 hours that we could do randomly generated levels. Whether or not we should have became a bit more of an issue once we started making them. We certainly gave level design a lot of time, but due to the random generation and not wanting players to see too much of the same area we opted for quantity over quality.

      The timer criticism is probably fair, but we didn't see it as distracting because in a previous version of the game it shook vigorously all the time. When compared to how it is now the timer is as tranquil as the sea.

      Thanks for the feedback!

  • Anonymous
    Anonymous Avatar

    6yrs ago

    decent art, but i think everything was a bit dark to see properly

    i think the placement of the timer was a bit distracting and made platforming more difficult, although it did bring a sense of urgency!!

    oh yeah, that title is XD

  • Tero Hannula

    I liked the idea to be able to sacrifice time to jump again mid-air, but it was needed all the time, not as saving your mistake. Maybe first double-jump without cost and other jumps with the time-cost? Some enemies were too blended to the background, and I almost did not notice them first.

    • Ross Boman
      Lv. 30
      Ross Boman Coder of Clocktease

      6yrs ago

      I agree with everything you said. We just didn't have enough time to really get the level design and art perfected. Thanks for playing and for the feedback.