
Clock 'N' Load
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Two Clock Hands, Two Weapons.
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**Controller is supported**
**Press M to mute Music**
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Clock 'N' Load is an arcade arena shooter where you control an alarm clock, gunning down anything that could set it in flames.
The Dual-Dial movement system involves rotating two hands simultaneously, with the slower hour hand acting as a heavy hitter, and the faster minute hand behaving like a rapid-fire weapon. When they meet each other at the cardinal points, they combine into a powerful laser which pierces through enemies, as well as earning you big points!
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Credits
| Alfie Wilkinson (Spacespy) | Game Design, Code, Art |
| Malek Elsady | QA Testing |
| Freesound.org | SFX |
| Joth (CC0 Composer) | "Party Sector" |
| Vitalezzz (CC0 Composer) | "Stop for a moment" |
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Leaderboard
The top 3 highest scores posted in the comments & jam page will win a mystery prize.
| 1st | nopoint | 884485 |
| 2nd | Ilya Damyan | 355050 |
| 3rd | patrickbutsmart | 221925 |
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Twitter (X)
Youtube (Devlog soon!)
| Updated | 2 days ago |
| Published | 22 days ago |
| Status | Released |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | Spacespy |
| Genre | Action |
| Tags | Arcade, Arena Shooter, Score Attack, Shoot 'Em Up |
| Content | No generative AI was used |





Comments
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I like the concept and style!
Enjoyed the heck out of this on keyboard. What are the controls for controller?
dpad/analog, a and b :)
Ah word. Problem was on my side. Forgetting and reconnecting my gamepad worked!
Oh my god I didnt know what to do at some point.. they just came from all over the place I was trying to fend them off but the two zeppelins + the bird I think they basically were my death! Really polished though! Eventhough I was overwhelmed at some point, the beginning feels so simple, almost too simple as in I thought: Oh thats gonna be easy! ..until it wasnt anymore xD Really really nice.. and weird somehow! :D
Very polished shooter
Great mechanics and a fun sort of mashup between a shmup and tower defense in a way, though without the stress of resource/upgrade management which I actually like. A couple irks that stood out to me was that the score multiplier windows feel really short until you get later into the game since enemy spawns start out pretty infrequent, and although I liked the idea of having to line up your hand to specific directions to shoot, I almost didn't bother using the heavier hitting short hand since it took so much effort to get it into position. Still, I love the concept and can see some minor improvements to these two things going a long way for the current experience. Nice work!