The idea matches the theme the most creative way i have seen right now :)
Play game
Counting Down's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #801 | 4.091 | 4.091 |
| Artwork | #2726 | 3.506 | 3.506 |
| Enjoyment | #2779 | 3.319 | 3.319 |
| Audio | #3530 | 2.990 | 2.990 |
| Narrative | #6222 | 2.147 | 2.147 |
Ranked from 395 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?
Using number keys to move further down an infinite tunnel.
(Optional) Please credit all assets you've used
All art & programming were done by Chad Boxer
SFX made/found on jsfxr & pixabay
Music made on BeepBox
(Optional) What would you like to be called if GMTK features your game?
Chad Boxer
Comments
6 doesn't work in normal mode, 9 doesn't work in challenge mode, very funny
the game put me in a lot of scenarios where i feel like i couldn't have done better and i lost - bit more RNG heavy than i'd personally like, i'd maybe prefer if it got faster more than it getting more and more likely for you to inevitably die to rng
lost multiple runs to trying to mine and the pickaxe not working, i think it might have had something to do with mining on the frame that it swapped to the next number or something
there was some nice play with asking myself the question of "is it worth it for me to lower more tiles to increase my chances to get down further", but even when i feel like the answer to that question was obvious i would sometimes lose anyways due to 4 being selected 5 times in a row
I am reading the rest of the comments and I think it has to be me. I found this game way way too hard I could not get further than 23m and I kept getting my self trapped. But reading every elses comments makes me really think that it was just a skill issue on my end. But for me too difficult didn't get far :(
Very cool game! actually a nice balance between difficulty and mechanics!
A very cool game.
Honest, it took me a good while to figure out what exactly to do. But once I figured it out, it became an insanely interesting puzzle game between knowing when to dig and when to wait.
The dichotomy between the only 2 main decisions that you have is an amazing!
I thought at first that this would make the waiting part kinda boring when you know where to dig, but man was I wrong. The music, the red line coming nearer to you. Everything makes your heart pumping.
Not to mention the polishing. And oh boy is the polishing positively absolutely fantastic!
I found it to be an interesting puzzle game concept, the decision to make whether to lower a column or break through is pretty fun, though the rng of the game can be a sore point. It's very prevalent in challenge mode where if the game doesn't give you the right set of columns to escape the first part just means you die which makes the mode somewhat frustrating to actually get through. Maybe if there was a bit more control with what columns were chosen without making it trivial or having a set of premade row stacks could alleviate the problem? I'm not sure, but regardless fun game!
Creative take on the theme! I didn't understand how to charge the pickaxe on my first (predictably short) run, but once I got that it I had a fun few minutes. I like the split-second decisions you have to make ("should I wait to charge or just go with the suboptimal route now?"). I wonder what mechanics you could add to improve the replayability.
Neat idea, and the sound of the blocks landing is weirdly satisfying. Took me a couple of goes to get my head round it and then I couldn't stop. Bit awkward on a laptop without a numpad but that's on me. Nice one!
Check out my game if you get a chance, a chess roguelike called Final Gambit: /jam/gmtk-jam-2026/rate/4813276
I loved the simplicity of the game and how the timer alongside the moving blocks force you to strategize on the spot. The added agency of being able to break through blocks in an emergency is also a great touch!


Leave a comment
Log in with itch.io to leave a comment.