
Doc Clock: The Toasted Sandwich of Time
The premise alone could carry a better game. A physics-puzzle side-scroller where you cobble together fridges, propellers, and umbrellas into flying machines sounds wonderful, until the physics engine decides the rules no longer apply.
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Screenshots & Media

About Doc Clock: The Toasted Sandwich of Time
I want to love Doc Clock. I genuinely do. The setup is the kind of absurdist indie charm I live for: an absent-minded inventor accidentally turns his cat into a cactus, builds a time machine to fix it, and instead catapults himself into a robot-occupied future with nothing but his articulated mechanical arm, a talking backpack named Mr. Sack, and whatever junk the apocalypse left behind. That premise deserves a tighter game than the one Stickmen Studios delivered. The core loop asks you to scavenge each of the twelve side-scrolling levels for objects, then combine them into contraptions that let you push forward. Early stages have you lashing planks together to bridge gaps or propping a garden gnome up as a stepping stone. Later, the game opens into vehicle construction: slot wheels onto a sofa base, angle a propeller, attach an umbrella as a glider, add rockets or springs once the fire-world levels arrive. On paper that vehicle assembly system sounds liberating. In practice, the physics engine is the uninvited guest that ruins the whole party. Results shift between attempts with no change in what you have done, so you will clear an obstacle on your third try having done nothing differently from your first two. That particular brand of trial-and-error, the kind driven by engine inconsistency rather than player skill, is exhausting rather than satisfying. The Time Slider mechanic, which lets you rewind a few seconds after a death or a structural collapse, is marketed as the clever heart of the experience. In reality it functions more like a slow respawn button. Because the physics behave unpredictably, rewinding and replaying the same sequence sometimes produces a different outcome for no discernible reason, which means the rewind tool that should encourage experimentation instead breeds suspicion of the whole system. The banter between Doc and Mr. Sack tries to paper over the friction with deadpan comedy, and there are genuinely odd little jokes in there, but the dialogue bubbles physically block your view of the level and demand manual dismissal mid-platforming, which sits somewhere between inconvenient and maddening. The game runs about four to six hours depending on how often the physics betray you, and there are hidden toasted sandwiches in each stage for completionists, but replay value past a single run is thin. What saves Doc Clock from being a total write-off is its oddball sincerity. The robot-occupied future setting has a scrappy visual personality, the vehicle-building concept is genuinely novel for a 2010 indie release, and the writing at its best lands a kind of shaggy, low-budget wit. If you are the type of player who can separate a charming concept from unreliable execution, and who can absorb a certain amount of physics-induced chaos without rage-quitting, there is a quirky little world here worth a cautious look at sub-five-dollar pricing. Anyone who needs fair feedback from their game's mechanics, or whose patience for inconsistent controls runs short, will find the frustration outweighs the charm well before the credits roll. Kai, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP/Vista/7
- Sound
- Soundblaster compatible
- Memory
- 256mb
- Graphics
- 64mb GeForce 4 Ti or ATI equivilent
- DirectX®
- 9.0c
- Processor
- AMD/Pentium 2.0 Ghz
- Hard Drive
- 300mb
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Reviews & Ratings
Game Info
- Developer
- Stickmen Studios
- Publisher
- Stickmen Studios
- Release Date
- Oct 15, 2010