Play Game
COUNTDOWN's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #17 | 3.400 | 3.400 |
| Gameplay/Design | #18 | 3.400 | 3.400 |
| Overall | #29 | 3.050 | 3.050 |
| Graphics | #33 | 2.800 | 2.800 |
| Audio | #38 | 2.600 | 2.600 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
music and art, with little background in both (especially music) id like to see if they fit the games theme and atmosphere
What did you update?
The 2 main changes where the addition of music and tutorial screens. Many QOL changes where also added such as:
- Added New Font
- quicker response on tooltips
- slightly improved artwork
- remodel for the main menu
- remodeling of both the intro and outro
- various bug fixes
- Added a Web Version for the Full Release
- Updated The game Page
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Comments
My feedback -
I genuinely LOVE the idea and the setting! The only actual problem imo is the amount of text you have to go through for each section.. I and many others hate that haha, and i too wanted to quit cuz i had to read all that.
Tho the text walls being divided and only appearing when that part of the game is interacted with is better than nothing but i still think you can atleast optimize that text to be more small pointers of 1 line each to get the point across.
Other than that
For the feedback you wanted..
I love the music and the backgrounds! Ig you could work a bit more on the backgrounds and the ui to make them look better but i think the music is really cool and fits in perfectly for me. The only nitpick for the music was the transition between days.. I could always notice the music whenever a day changed..
Tho that was kinda useful ig to keep track of when i crossed a day.. Maybe you could fix the transitions and add a feature where you get a notification or maybe the transition itself sticks out less but is noticible enough to tell the player that a day has passed..
I do agree from another commenter that the game could use some more SFX here and there, but it wasnt that big a problem imo
some more smaller nitpiicks were -
- The endings could be more expressive, like they get the message across but maybe some text there aswell? I mean that is the one place i would not mind reading some text haha
- When the rats die in testing, their sprite change is not very noticible.. Maybe there was more of a change like a smell coming off of their bodies or like just small "x" on their eyes to communicate that they have died
- This one is even smaller but for the intro text revealing, the revealed text moves to adjust for the text that is being revealed, imo its better if the text that has been revealed does not move after the matter...
(you can change the "Visible Characters behaviour" property of the text node in the editor for this)
Overall I loved the game! Iirc i was around day 4 hour 5 when i finished which was my first attempt so its pretty lenient and not really hard to beat..
Its not exactly hard i mean but still quite fun to go around and play with the researching and crafting system
Tho i do need to mention that it CAN get a bit monotonous researching and sleeping constantly to get new stuff (as i kept sleeping for an hr or 2 and researching instead of taking long breaks)..
(tbh the crafting and recepie unlocks arent that infrequent but i did notice this problem once or twice)
For the researching, maybe you could have an alternate via a computer so you also gotta research on the internet maybe and have some new mini games there aswell
But..
It feels good to save an entire town :)
Wow, Thank you so much for all the feedback!
the tutorials are too emersive breaking i agree, i liked the idea of another commenter to essentially split them into smaller texts and have each appear when they are interacted with (Like showing the energy bar or pillow when the energy goes down for the first time). So ill probably implement that.
im glad you liked the music and art, tho ill probably change the music. i plan on having a single longer theme for the music thats less upbeat and energetic. and replace the sense of urgency with transitions between days (Like cutscenes or something) similar to what you suggested. i also originally planned for more SFX, specifically whenever you click on something, but it got irritating after like 10 minutes lol. ill still be adding more SFX but maybe not like that.
regarding the art, i know it needs more depth, The rats could use a bit more detail. ill probably look more into that if i have the time!
i also originally planned for the outro to be similar to the intro, but as you said it probably wouldve been too much reading. i thought showing the infected rat either die or be cured depending on the ending conveyed the same message without the need for words. its not elaborate, but it did the job well enough to keep.
Beating the game this early on day 4 is definitely possible, but i assume you cheated the system to do that. I assume you binge researched all the recipes before really crafting anything. i probably shouldve had something that prevents the player from doing that. I initially intented to have the player order all the basic ingredients (like the water, sugar and salt etc..) including the rats and that these recources would be limited (and take time to be delivered obviously). but i didnt have the time for it During GMTK and ultimately decided it wouldnt really help with the games rhythm. I do agree researching is too monotone, and i like your idea of adding a different way to research via the computer, Maybe i could even have power outages to stop the player from binge research?
Thank you again for the feedback!
Ps.I was looking to fix the text in the intro so thank you for the tip ill look into it as soon as i can!
Really interesting concept. I think the time given is just enough to make the player feel stressed and on the verge of failing! I think you nailed the difficulty.
I took some notes while playing!
Otherwise fun experience, thanks for making the game!
Thank you so much for the feedback! im glad you found the difficulty on point, it came on the first try ill be honest so it was mostly luck, i picked 96 hours only because of the jam duration lol.
I really liked your idea of integrating tutorials (I tried doing it in the intro with the stereo and i think it turned out pretty well) ill definitely be working more on it in the future. As for the SFX and music, i do agree that theyre a bit harsh and scarce, ive recently started learning using Bosca Ceoil for the music and ill probably be using it to make more and improved SFX since i found it better and easier to use that audacity.
Speaking of the music, i get what you mean with it being too fast paced, but thats kind of intended. without the fast paced music, there really is no sense of urgency. I did consider having checkpoint-style stops at certain intervals (say the mayor calls to check on your progress and also remind you of the time left). Maybe ill be doing that to replace the sense of urgency form the music.
Thank you again for the Feedback! im really glad you enjoyed the game (I really enjoyed yours too!).
I'm going to post my notes until the point I reached and update them later.
Overall, I think you put a lot of effort and I assume your priority is to learn first and foremost. In that sense - well done!
The design is interesting - you are making a few systems which interact with each other.
I see that you made the font yourself. Are you doing something unique and different - is it worth the effort to do it? Do you think in the limited time for a jam investing the time and effort into it steals away from other aspects of the game? For example you have a game like Pentiment (by Obsidian) where they did a custom font because it was central to the game - more details here https://lettermatic.com/custom/pentiment
You mentioned that you use Aseprite - I personally have not used it as I'm aware it can be time consuming to draw one pixel at a time. Have you thought about using other software such as Krita? It is free and there are many types of brushes.
The art is OK but it is kind of flat - there is no depth, it does not feel like a real place. You may find this talk interesting - basically even professional artists ues hacks to do more in less time. Nothing wrong with that approach. Also - you can see many artists drawing something and then drawing over it again to make a cleaner, better looking version. I have usd Krita in this way. Cannot say about Aseprite. This is very important if you are serious about drawing.
For the slow and elaborate gameplay the music is too fast paced. I feel like the music is more suited for an action game not for this one.
To be continued...
Thank you so much for the feedback!
the original font used was from a previous project, i made it prior to the jam. ive just replaced it with another one i made that i think fits the game much better. And i do believe it is worth making your own font, it is quite painful and time consuming, but as an indie dev i feel like i cant go without making my own font. even though it might not be central to the game, i can atleast customize it to fit the theme.
ive actually not heard of krita, but it does look promising, aseprite is a dedicated pixel art editor so its not as difficult to use as you might think especially with time (You rarely have to draw 1 pixel at a time). ill be taking a ok at krita thank you for the recources. ive veen slowly improving my pixel art and ill definetely be checking out your suggestions.
the music is a perfect match i agree, ill probably be replacing it post jam with something more fitting, aswell as adding some other way to give a sense of urgency to the player.
Thank you again for the feedback and i hope you enjoyed the game!
Great game overall. Regarding music, I think it fits, but at the same time its kinda basic and very repetitive. You could improve it further in my opinion.
Art looks good in my opinion. But my biggest gripe with this game is this font... Its painful to read. I kinda get the idea behind it, but I wish you used a simpler font.
Also a suggestion regarding dialogue in the intro, it would be better if visible portion of the text isn't moving, as the typewriter effect is revealing letters. Right now reading the text as it's being revealed is almost impossible.
Lastly I encountered a game breaking bug when I tried to craft my cure. At first the crafting system seems to work fine. I even made solution C successfully. But then when I tried to make solution X, the crafting system just stops working for some reason. I put my ingredients, and nothing happens, and I can't craft anything at all
Thank you so much for the feedback! The font was from a previous project and I didn't really have the time to make another one, if I do however I'll probably change it out. If the font seemed blurry it's a problem with the web version, Itis probably something to do with the resizing of the game window.
Sorry about the crafting system it never seems to work, I'll definitely be looking at your bug soon and I'll update it as soon as possible!
I didn't notice any significant blurring. The font is painful to read because its characters keep changing height and thickness midword, moving up and down, as if the speaker is heavily drunk or something
Yeah i totally get what you mean with the changes in thickness and height. ive replaced the font to something much more consistent. its a 32x32 pixel font so it has a bit more detail to it, and i think it fits much better than the old one.
its still not perfect however, the intro text could still use some work.
ill continue working on it post jam. Thank you again for the feedback!
The music is great I really liked how you had to put the cd into the boombox to get it going. That moment doubles as a secret micro tutorial on the controls so that's awesome! I like the music because its both a bit hectic and sets the tone but it's also not so distracting that I'm not able to focus, well done! I would certainly say that it fits the atmosphere!
I like the art overall! I really like the hand made feel of the whole game. It's refreshing and desirable at this juncture in game dev to see hand designed artwork and pixel art. Nice of you to shout out your tooling right in the game menu too that's a nice touch!
One random thought was that despite the name being count down not much "counts down" obviously the time pressure is there but the clock itself counts up. I'd consider making it count down from 96:00
Couple of minor bugs I experienced: I filled up my crafting with items just to realize I had to sleep. I click on the pillow with the items still selected (solution A and Reactive for example) and then they are gone when I wake up. not back on the table but gone forever. I'd expect them to be cleared before sleeping. Other one is that loading up the crafter with Salt and then Water in the 1 and 2 slots respectively did not produce salt water for me but water and salt in the 1 and 2 slots respectively did produce salt water so I assume there's a minor bug there.
Didn't stop me from getting ending 1/2 though. Love the little guy moving at the end. Good game thanks for sharing!
wow thank you so much for the feedback! i tried to aim for a retro style in the art and music and i think they turned out pretty good. i also did get what you mean about the whole no actuals counting down part, but i also didnt want the alarm clock to be a timer but rather an actual clock, i thought about maybe adding a time in the last 8 hours or so (Day 5) but ultimately decided not to.
Thank you so much for letting me know about the bugs, the crafting system is a bit flawed, it was my first time ever making one, but ill definitley be looking into it and fixing it before the deadline!