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Clock Tournament

rated 3.97 / 5 stars
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Action - Shooter - Run 'n Gun

Credits & Info

Aug 15, 2006 | 9:37 PM EDT

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Author Comments

Sidescrolling clock-themed shooter with Deathmatch, Capture the Flag, Defend the Base, and Team Deathmatch modes. Inspired heavily by Soldat. Similar to a sideways Counter-Strike. I put well over a hundred hours into this getting it as polished as possible considering the deadline! Happy Clock Day everyone! I just barely made it :P.



Rated 4 / 5 stars





Rated 4 / 5 stars

ok i guess

this is pritty good but it could be better.

for one u should make the cheats unlockable.

good job enny way i can see u put effort into it

cableshaft responds:

I COULD do that, but this is a web game, and most people don't give these much of a chance to unlock anything, plus they might want to play with the cheats on different computers, such as at work or school.

Thanks for the review!


Rated 4 / 5 stars

Good game.

You could put game modes, like team deathmatch.. or i dunno, the cheats were unnecesary, it ruins the fun of the game. And it ruins the challenge.

And you could put a "Clock Selection Option"

And More Weapons.

If you want, use this ideas. Instead.. good game.

PD: About the cheats, you could put an Challenge Mode to unlock them.


Rated 4 / 5 stars

the most fun i've ever had with a flash game

Wow. I've been playing this for about 3 hours and it hasn't gotten old yet. The AI isn't perfect, but it's pretty freakin good for a flash game. Hours of fun for the whole family.


Rated 4 / 5 stars


i usually dont play/watch clockcrew, glockgroup ect. games and movies
but this one is good exept for one thing
whos on my team?
i try to shoot everyone i see but sometimes the bullets go right trough them.
try to improve the sounds too they were kinda annoying

overall: gr8 game

cableshaft responds:

If you're just playing the default options, no one is on your team. Kill everyone!

Thanks to the fact that I only check the ammo once per frame and the bullets move pretty quickly, sometimes they'll be in front of the character one frame and behind the character the next, and look like they traveled right through it, though. I didn't have time to make a path based collision detection, just a "is the ammo on the character" detection. So yeah, sometimes you'll miss anyway. Just keep shooting and moving around :P Maybe I'll have that fixed in a later version.

Thanks for the review!