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A jam submission

Countdown TowerView game page

Defeat the tower's guardians before time reaches zero
Submitted by InfinityShadoWW — 6 hours, 42 minutes before the deadline
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Countdown Tower's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#48092.7222.833
Narrative#56202.2422.333
Creativity#67102.8022.917
Artwork#74362.4022.500
Enjoyment#91701.9222.000

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Every attack in Countdown Tower is tied to a visible countdown. Both the player and bosses must wait for their attacks to reach zero, and the countdown speeds up when they move farther apart. Each floor also has its own time limit, forcing the player to defeat all three guardians before the tower counts down to its collapse.

(Optional) Please credit all assets you've used
THIRD-PARTY ASSET CREDITS

Character and Boss Sprites
- Fantasy Warrior by LuizMelo
https://luizmelo.itch.io/fantasy-warrior

- Samurai 2D Pixel Art by Mattz Art
https://xzany.itch.io/samurai-2d-pixel-art

- Boss: Mecha-Stone Golem by Kronovi
https://darkpixel-kronovi.itch.io/mecha-golem-free

- Boss: Undead Executioner by Kronovi
https://darkpixel-kronovi.itch.io/undead-executioner

Environment and Effects
- Pixel Art Top Down - Basic by Cainos
https://cainos.itch.io/pixel-art-top-down-basic

- 2D Pixel Art Portal Sprites by Elthen's Pixel Art Shop
https://elthen.itch.io/2d-pixel-art-portal-sprites

Audio
- Minifantasy - Dungeon Audio Pack by Leohpaz, made in collaboration with Krishna Palacio
https://leohpaz.itch.io/minifantasy-dungeon-sfx-pack

- 16-Bit Fantasy & Adventure Music Pack by Marllon Silva (xDeviruchi)
https://xdeviruchi.itch.io/16-bit-fantasy-adventure-music-pack

(Optional) What would you like to be called if GMTK features your game?
infinityShadow

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Comments

Submitted

There's something pretty interesting here just under the surface. Locking or impeding movement once an attack is decided could make for an interesting dynamic maybe? I could see what you were going for even if it ended up a bit trivial

Developer(+1)

Thanks so much for trying it out! That’s an awesome suggestion. I actually agree that the current implementation feels a bit trivial, so I'll definitely tweak and upgrade the mechanics in upcoming updates to give it more depth.

Submitted

You should nerf heavy strike! Love the idea but it was too easy because of the heavy strike.

Developer(+1)

Haha, fair point! The heavy strike definitely turned into a 'win button' because I ran out of time to balance it during the jam. I'm actively working on tweaking the numbers post-jam to fix this. Really appreciate the honest feedback!

Submitted

Echoing the other critiques about the heavy strike aside, I feel like there's a really interesting game lying underneath all this. If it were properly balanced, the way to play the game would be to stay far away from your opponent, and then swoop towards them at the last second, timing your strikes so they land during a cooldown for them. I feel like that basic component has some legs but the game here is a bit too simple to make use of it. 

Developer

I really appreciate this thoughtful feedback! You nailed exactly what we were aiming for with the core combat loop. I agree that the depth isn't quite there yet and the heavy strike is overshadowing it. I’m currently working on rebalancing and adding mechanics to make that 'hit-and-run' playstyle more viable and rewarding. Thank you!

Took me a second to understand the mechanics of the game, but I found myself just spamming the Heavy Strike.

Developer

Thanks for playing and pushing through the learning curve! Hahaha yeah, the Heavy Strike meta is real right now and it's definitely a bit of a 'win button'. I'm glad you figured it out though! I'm planning to rebalance that so the other mechanics get some love too. Really appreciate you checking it out!

Submitted

Interesting game! I thought it was a really interesting concept how getting closer sped up both of your attacks. One thing I noticed though was that for the final boss every time I landed a heavy attack on him his attack would stop completely, meaning I could just spam them to continually stay ahead of his attacks.

Developer

Thank you so much for playing and I'm glad you liked the concept! You're totally right about the heavy attacks. It was originally meant to be a mechanic, but it does feel way too strong right now since it just completely locks the boss down. I'll definitely tweak and fix that later. Thanks again for the great feedback!

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nice game, looks good. check out my game too ;)
Developer

Thanks! Glad you liked it. Hahaha, I actually checked out your game too, it feels super smooth and satisfying to play