Taken from your daily life by a mysterious demonic voice, you must open a variety of safes to be set free from the Clocktease. Will you rise to the challenge, or be stuck forever?
You have 60 seconds to solve the puzzle of each safe, starting from when you press the first button on the keypad. Buttons will be mapped to a variety of components within the safe, although not every button is used in every puzzle. Be careful! If you run out of time, the puzzle will reset and the combination will scramble.
Henry Haak: Code, Music Ross Boman: Art
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Patron
I think this is definitely one of the more unique games I have seen, all the action is happening off-screen and you have to figure out how to solve the puzzle, it's a really good concept and I think it's an entertaining puzzle, good job! :)
SubmittedSwiftly, Make Sandwich
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Lv. 9
I really like this idea but I feel like there must be a better way to execute it. I'm not sure how though to be honest. My main issue is that it basically just involves hitting specific buttons over and over until you get the right result. It basically amounts to fire and rotate until you win for the most part. There isn't really any skill or strategy to it.
Despite that I did enjoy my playthrough of it and there were some cool features. Being able to see the puzzle after you beat it was a nice feature. The art and sounds were well done and fitting too.
It's a really cool idea and it's impressive what you put together in 48 hours. I just feel there must be something more that can be done to give the player just a bit more information, so that once the puzzle is solved it feels like you've actually solved a puzzle and not just hit buttons randomly till you've won.
SubmittedRevert
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Lv. 36
- Solving a puzzle you cannot see is an extremely interesting concept.
- I agree with the others that the gameplay consists of a little bit too much brute forcing. Well, it resonates with the setting, but it's not that fun.
- I don't know how to balnce this gameplay without making it to hard nor bruteforcy. Perhaps you could've delivered a little bit more information to the player by showing where the projectile ends or have different kinds of walls that sound different.
- I don't agree with Veralos that the clock is redundant. I believe it's essential in order to nerf total brute-forcing.
- Lesson to the future: Don't add a large menu button that deletes your progress. I might have completed everything if I didn't accedentally quit.
- It does get less brute forcy as you learn more about the game, which makes me belive I missed out from some interesting puzzles and mechanics. After losing, I tried the impossible levels, but I couldn't get through the second level (cycle of pain?) no matter how much I tried. I never got the fifth light to light up.
SubmittedThis is what I call a BAD SITUATION
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Patron
Cool concept, figuring out button and what to change without seeing the puzzle is creating some interesting situations, but in the end it's mostly about bruteforcing, and not really understanding the puzzles. You know what types of elements to switch, and then you go through the motions. Some levels are more complicated, but there's no "real" what to understand what's happening anyway, so it doesn't even feel like I won because I understood the puzzles.
That being said, as a developer it must be a really difficult puzzle to solve, especially in 48h
SubmittedWorldwide Remote Access Network
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Lv. 2
Nice concept, but there is a lot of guesswork involved and not much skill. I liked the music, it amped up the tension a good bit. The artwork was also very good.
SubmittedPower Save
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Lv. 13
Fun game. I included it in my GM48: Sixty Seconds compilation video series, if you’d like to take a look. :) https://youtu.be/KFZGXZMxHA8
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Lv. 38
A really neat concept, but as others have said it's very tricky trying to figure out the puzzles without just resorting to trial and error. I know "sixty seconds" is the theme, but I think the game might work better if you actually had some time to learn each button and map the possibilities (on paper or in your head). I managed to get up to level 11 but trying to figure out all the possible links between portals was too much for me.
Aside from that, the presentation is very good. The intro segment was a nice touch too.
PS: It would be cool if you could control the game with the numpad!
SubmittedDreamscape
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Patron
I thought the into was funny, I solved a bunch of puzzles but couldn't figure out how to finish the game. I'll come back to it because I want to see if the ending is as good as the intro lol
SubmittedTick and Taco
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An interesting concept, although you're mostly left in the dark blindly guessing what each button does.
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Lv. 8
Maybe I'm doing something wrong, but I can only see the puzzle AFTER I completed it so I just start pressing random buttons. Which is a shame because the concept of finding each button's function seems great
SubmittedI Will Have Seconds