The player starts the ticking of the clock and raises two Towers. When the clock strikes Midnight, the game is over.
All animation in the game is synchronized with the audio. In order to ensure that this synchronization is maintained over time, the game constantly checks to see if the audio is beginning to drift. If it is, the game corrects the issue by adjusting the playing speed of the audio track very slightly. This correction is never noticed by the player because its magnitude is well below the psychoacoustic threshold for a just-noticeable difference.
Clockwork Soldiers spawn from the Towers before advancing to their objectives. The assets were modelled in Blender. All animations are modified by a single curve that dictates the relative speed of motion a component should have throughout the duration of a tick. This gives all animations a uniform appearance without the need to match each one by hand.
Archers fire on a Clockwork Soldier as it advances. When an Archer shoots an arrow, the game first determines the ideal trajectory and then modifies the angle and power of the shot randomly according to a truncated normal distribution to introduce some inaccuracy.
Clockwork Soldiers defeat enemies to collect orbs of Time, the only resource in the game. Time can be reinvested into more Towers and units, or used to prolong the game. Both the volume of the sand in the hourglass and the reading on the clock face on top indicate how much Time the player has to spend.