Act 1 of Clockwords is out

Clockwords is a casual wordplay/defense game by Gabob, for which I contributed story content. It’s coming out in acts. Act 1 is now available, with more of the story, more kinds of letters, and various gameplay refinements. For those who played the prologue version, there’s now a more staged structure to the gameplay, and no microtransactions are required. (Yay! I don’t like microtransactions.)

Hard mode is really genuinely hard, too, which leads to more interesting tactical play.

11 thoughts on “Act 1 of Clockwords is out”

  1. However, the intro scene is the same as the prelude. How much we must to play to view some more of the story?
    I was expecting at the beginning a little intro continuing the story of the prelude, so it was a bit surprise to get nothing new too soon.

  2. Loved the preview version of this game… I went as far as I could without bumping against the micropayment wall, when the fun factor died. I played it for about 10 minutes this morning… will come back to it later when I have more time.

  3. Thanks for pointing to this — I’ve bought it and am quite enjoying it. Do you know if there’s anywhere I can ask questions about things that are confusing me? (For example, I’d like to know if I can make my downloaded copy remember my username and password; and whether my purchase of it means that anyone in my household can play the premium edition; and what the minigames actually mean.)

    1. If you look at the main opening screen with all the little boilers and such, there should be a thing in the upper left right corner that looks like a dial and is labeled “Feedback”. If you click it, it will let you send a message to Gabob; include your email if you want a response.

    2. Having played a bit more myself (the minigames weren’t fully functional in the beta version I tested, so I’m just getting to them now):

      It looks like the deal with Puzzle is that you can only input new words at intervals (note the red/green dot next to the typing area), and while you’re doing that, all the bugs stop where they are. That allows for a somewhat more thoughtful play style.

      Survival is a bit more obvious: an endless series of increasingly difficult waves. The fun thing about that, though, is that if you’ve played through the Adventure levels already, you’ll have unlocked a large set of letters for your boiler, which means that you can play deckbuilding games with boiler composition much more effectively than you can during the adventure levels. I’ve been experimenting with various approaches there; my current tactic is to have cheap iron consonants and brass vowels, then lazurite and jade letters in the level-three band, and then all my really rare/high-level letters are thermite. That means I am getting a lot of burn damage, but if I really can’t use a given letter right now, it burns off and clears the chamber for something else a little more common. Which in turn means that I more rapidly get to a point where all the chambers are functioning at once.

      1. Thank you! (And apologies for the slow reply — I’ve been busy and didn’t get a chance to play again until today.) I think the thing that was confusing me about the Survival game is that I was expecting the bugs to just keep coming until I “died”. I think I understand it now!

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