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Countessa Down's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #2185 | 3.649 | 3.649 |
| Audio | #3354 | 3.000 | 3.000 |
| Narrative | #4746 | 2.405 | 2.405 |
| Creativity | #5024 | 3.162 | 3.162 |
| Enjoyment | #5284 | 2.784 | 2.784 |
Ranked from 37 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 blood counter always counts down to your death
(Optional) Please credit all assets you've used
see description for full credits
(Optional) What would you like to be called if GMTK features your game?
Marx
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Comments
The pixel art is nicely done and music fits it very well as well! Very Castelvenia like aesthetic 🦇
Game mechanics are pretty clear and they allow for replayability . You could defiantly extend it to new levels when a player reaches certain objective. A little bit of visual feedback when consuming would be a nice addition.
Very good entry ! Kudos 😁
Game looked and felt nostalgic, but with the twist of the countdown and difficulty! I would have loved some sort of narrative telling me why i was dying. I'm assuming we just live off of blood? The running speed feels a little slow despite the dash mechanic too, or maybe that's just the running animation being slightly quicker than the movement. Overall i think it was a really nice game though! Feels like it's got a lot of replayability :D
Pretty classic game design. The countdown is very short!
The art and music are really well done! The gameplay is fun, though the enemies sometimes spawn a bit too close. Overall, great work!
Cool idea with great art and music. A bit more visual feedback when you hit/kill enemies or consume would go a long way!
Superb art, very reminiscent of the old school castlevania games. Main feedback would be aimed at the controls and combat. Movement feels very floaty and imprecise, and enemies don't give much input when being defeated.
I like the idea behind this one! Ended up playing a few rounds, best I did was 8 victims.
My main bit of feedback would be making things feel a bit more responsive, especially in regards to attacking the enemies. It wasn't a major damper on the experience, but I feel they could've been a lot more satisfying to slash through with some more clear feedback (e.g. flashing white when hit and playing some kind of damage sound)
Still, very good job! Enjoyed it a lot.
I like the concept. The combat feels good though enemy animations are too slow (it doesn't feel like you're hitting them), but the platforming is awkward (I keep hitting platforms with my feet and falling all the way down, which isn't fun when time is ticking away).
I disliked the controls and couldn't find a way to control it (controller support would be good, I'm assuming there isn't because my controller didn't work at least on the web version). With my right hand occupied by J and K, my poor left hand has to use WASD to move, Space to jump, as well as Shift to dash - I found it just too awkward to dash most of the time.
Battling the depleting blood timer while dashing through levels gives the classic gothic platformer action such a fun sense of urgency!
I've enjoyed playing so far! I got into 13 victims and a timer of 2:22
Going through the game, the choice of assets and general sound design was nicely done, the level system is not bad, although I struggled a lil bit (but I'm not that experienced on 2d platformers so its to be expected). I think the jump is a bit too slow to get into max height? But the dash is cool and being able to time it right is rewarding.
The enemies here are somewhat like "bullets" in a bullet hell game, stuff to avoid/kill to reach the objective (It's the closest analogy I could think of). Which I think there is a lot of potential, as it mixes with the platforming and attack aspects of the game perfectly. This could be the core of some major game design if you were to continue with the concept.
Overall, I think I enjoyed the experience and its well-made and put together! Thank you for submitting in the game jam!
Came here after playing Duck Delivery and seeing your comment saying how similar your games are. While they're both similar in terms of platformers, there are a lot of differences as well. I like your varied mechanics (attack, dash, consume). The art and visuals, and music looked very Castlevania X on SNES. Nice job overall!
The controls feel a little clunky, but I love this concept. It would be even better if there were sound effects for attacking and consuming.
The dash reminded me of Sonic a little. I liked when you consume people past full health, you get a speed boost and kinda feel extra powerful for a moment. I think building on that "Over Health" a bit more could make the game feel really good, and make it feel as your draining lower you are weaker and more desperate to stop the count down. Fun little action platformer!
I just loved the way that more victims I consume, the faster the time ticks down
I loved the idea to consume victims and regenerate my health bar
Hello Donmrx, I played your game and here are some thoughts:
Overall solid game!
Love the use of the art and the music!
I struggled a bit with the controls. Personally, to simplify things, I would have made the consume and the attack key the same, since you're not really likely to be doing both at the same time anyway. Someone else mentioned the consume thing, which I agree with - maybe a prompt that appears to tell you when you can consume something would be helpful?
Also, I'm not sure if this was intentional, but the enemies that walk on the floor can push your character around. They also walk through ledges sometimes. Unfortunately, my bad platforming skills prevented me from making it past the first level, so I can't say much for the rest of it.
Great use of the artwork here. I didn't struggle with the controls too much as others might have suggested. I think there is a good core gameloop here. The enemies were pretty cool too.
Hi, lovely art! I liked the audio work too. A bit hard with controls and consume of victims as depicted by previous comment. I liked it!
Hello! Despite the control description in-game, I might not have had the best experience, as I was clueless how and when to consume my victims, and I could not get to your magnificent forest levels you have as screenshots here. I died rather soon and the level design had quite a lot of dead ends - I saw there was an assistant arrow, pointing me somewhere, but I did not find my redemption there. :D Control-wise, I would have appreciated the attack on the mouse, it was quite hard to reach J and K. Congrats for submitting the game for the jam, the pixel art was astonishing, good job!
Hey, thanks for stopping by and playing!
I have added to the top of the description how to consume to remedy the situation, thank you so much for bringing it to light!