Charming game, pretty hard as well.
Would be nice to be able to restart level with R before the timer runs out tho.
But in any case, nice job ! And its your first game too, really impressive.
| Criteria | Rank | Score* | Raw Score |
| Creativity | #2754 | 3.639 | 3.639 |
| Audio | #4684 | 2.747 | 2.747 |
| Artwork | #5241 | 2.904 | 2.904 |
| Enjoyment | #6342 | 2.566 | 2.566 |
| Narrative | #8513 | 1.759 | 1.759 |
Ranked from 83 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?
The player uses abilities via a counter; if it reaches zero, they die.
The game is hard but I really enjoy it. It's fit the theme so good.
Really creative, but I played hollow knight on the xbox, so I didn't get the controls, and the game is hard, but good job.
The submission is pretty timed before the submission XD, well designed game, great work!
Congrats on uploading 1 sec before the end :p The controls were a bit too hard for me
This was hard! I was skeptical about the concept at first, but once I got out of the tutorial level and everything started coming together, I was a big fan. I'm going to echo the sentiment that you should be able to press R to restart at any point instead of having to mash K if you mess up the first jump, for instance.
Great job!
Great game, the artstyle was fitting, music was also and the concept is absolutely genius. Only thing I would change is an auto restart button.
I really enjoyed it, but I didnt finish it. Restarting a level takes a while and made me grow frustrated with each attempt, after a while I did notice the K button but even then, spamming K 15 times became annoying instead oif having a quick restart button. Overall really nice game tho :)
Fun but I couldn't finish it. If you lowered the difficulty at the beginning more I think it would be a little better. Overall, well done!
The concept is pretty good, but it needs to be more forgiving. as Celeste designers explained in mark’s video, you should design to prioritize player intent over strict frame-perfect execution. While making these same mechanics still allow pro players to utilize frame-perfect windows for advanced maneuvers. You could try making it so the abilities use up your time, that way instead of basically losing the moment you miss the time window, you still have a chance to recover, then any loss would completely due to the player’s lack of skill. Which would also still allow better players to perform a more skilled combo of moves that leaves no room for error like you intended in the original design.
Thanks for the feedback! You're right, focusing on player intent rather than frame-perfect execution makes a huge difference. Since I started the jam a bit late, I ended up rushing with the first idea that came to mind and didn't have much time to refine it. Thanks for the tips, I'll definitely apply them to future projects!
Love to see another platformer take on countdown. The timing here is so important, a bit difficult at least for starting levels, but loved the concept and really enjoyed playing it:)
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