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A jam submission

THE WORLD WILL EXPLODE IN 60 SECONDS!View game page

BLORBO COUNTS WHILE PLATFORMING
Submitted by CookieJar (@CookieJar2025) — 40 minutes, 23 seconds before the deadline
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THE WORLD WILL EXPLODE IN 60 SECONDS!'s itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#9403.4903.490
Enjoyment#18543.5313.531
Creativity#26713.6533.653
Audio#38682.9182.918
Artwork#39373.2243.224

Ranked from 49 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 world explodes in 60 seconds, and there's a counter for it! Along with other counters which act as extra 'rules' to follow; play the game to see for yourself!

(Optional) Please credit all assets you've used
all assets mine!

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

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Comments

Viewing comments 29 to 10 of 29 · Next page · Last page
Submitted

Controls are snappy! And I love the snappy little avatar. I like how I become a tiny square when I press down. This is hard, I'm not very good at platformers, but I had a good time! The art and sound strongly recall a retro style I appreciate, the sound really seals this. I'll try a few more times to get to the end, but I wanted to leave a comment here before the Jam was over.

Developer(+1)

I'm actually planning on recording a finished playthrough of the game to upload shortly after the jam, just in case players feel like it's too hard but still want to see through the end, so don't feel too  pressured to finish the game. Thanks for trying it!

Submitted

THAT is a smart idea.

Submitted(+1)

I quite like the idea having to time the extra rules myself and it added a lot of extra interest for me during the platforming. I can't say I feel like I ever figured out the window within the count to jump/duck though, so I ended up just spamming the inputs like a maniac. Regardless, I had a lovely time!

Developer

You might be the first, outside of my playtesters, to mention the tight window of the 5th count check. Sorry about that! I couldn't figure out how to loosen the window until after the deadline. Thanks for playing!

Submitted(+1)

I did have fun, giant bomb in the sky, thank you :)

Timing every plot beat to the music was super satisfying, and I love the art a lot. Making me count in 5s to a 4/4 song was absolutely devilish, but challenging and satisfying nonetheless. I do love rhythm mechanics. Great idea, great execution! 

Submitted (1 edit) (+1)

can confirm, the world does blow up in 60 (I had my doubts) I like this i like the rules (according to comments) that come in too they (seem taht they could) make me stress more but I think thats the point. Cool gamee ( i cant get past level 1 this is already very difficult)

Submitted

Had a lot of fun with this ! I really liked the idea of keeping track of the countdown in your head, and the new mechanics kept things interesting all the way through. The controls felt good, and the game has a lot of charm. Great job !

Submitted(+1)

AAAHHHHHH!

THE WORLD WILL EXPLODE IN 60 SECONDS!

is a great game that made me scream in panic whenever I failed a jump. All these extra rules in the end make it pretty hard to finished but it's possible

Developer

This game is definitely designed to make you panic, so in a twisted way I'm glad you felt panicked xD. Thanks for playing!

Submitted(+1)

I liked the challenge of having to count in your head when to jump and an extra layer of difficulty got added when I also had to remember if I had to duck or jump, which I also liked. I liked the ending the most, where you had to look back to the timer to see when to jump/duck, while also having to look forward at the level (though I thought it wasn't that challenging). The game is also really polished! The controls feel good and the art is nice. Good job man!

Submitted(+1)

Great game! Huge congratulations! It's incredibly well-made, and, for me, the difficulty hits the perfect sweet spot to make the player feel the pressure of the bomb timer. Great job!
By the way, if you have some free time, I'd love for you to playtest my game as well and let me know what you think!

Developer(+1)

Thanks for playing! Are there any things you like or dislike in particular about my game? I'll play your game when I have free time.

Submitted(+1)

Thanks! If I had to give a critique, though I know this one is a bit outside the scope of a jam, it would be about the narrative. With a different storyline, you could turn this into a really cool full game, giving off a strong Majora's Mask vibe with that looming pressure! As for the art (which definitely isn't ugly, far from it!), a bit of a revamp could give it a more vivid and interesting atmosphere. Right now, the game feels a bit lonely. The bomb is genuinely scary, and the visuals build up this isolating, almost haunting vibe of the world ending. Adding more vibrancy could create a fantastic contrast between a warm, lively world and the heavy, tragic reality of its destruction.

Developer(+1)

Oh, wow that's incredibly solid advice! Thank you! Actually, that contrast might've been what I was going for, but I didn't convey it as best I could. Thank you so much! How far were you able to get in the game?

Submitted

I'm so happy the feedback helped! I played all the way through and managed to beat it! It was definitely a challenge with that timer pressure, but I had a blast all the way to the end

Submitted

Cute level game. I think the first bit trying to get through the gap was too hard for me :D 

Developer(+1)

Aw. Shame. There are four levels, each of which adds a new rule on top of the first one, in case you're curious. Thanks for trying my game anyway. 

Submitted

I really like the art. It was really cute. The mechanics I really thought were clever. However, not showing the timer made it more frustrating than a interesting puzzle that I would have to solve as I progress through out the game. Tho the addition of the new mechanics on top of the timer was a great twist on this whole mechanic.

Developer

Thanks for playing! Not seeing the timer is the game. It forces you to count in your head. How far were you able to get? 

Submitted

I only got to the first mechanic where you have to jump. I almost finished it but died right at the end.

Developer (2 edits)

If you have the energy, you should try making it past that. Maybe you'd like to know the "new mechanics" that better explain the absence of the visible timer?

Submitted(+1)

Enough charm to keep me invested through my plays. It might seem silly to say the writing was great, but sometimes the white space can be just as interesting as a super meaningful dialogue tree. It was my reward for beating a layer, just so Blorbo could pow, stick it to the Demiurge!

For a game about the countdowns, that are so intrinsically linked to the countdowns in mechanics, I really don't think it would have made the game too easy by showing them to us. We have the godhead after all. With a clock for a head. He could just watch in the background. The game was absolutely punishing, but that's not worth any less. I wanna be the guy is fun genre and rewards patience and investment!

I have to give kudos to the character controller. There's a reason you don't see slopes absolutely everywhere in gamejams. You have to find the right asset, or put time and care in, to get those sonic levels of snappy-feelgood on slopes. None of the hurt boxes felt cheesy, and the jumps had in just enough forgiveness to keep me feeling like I really could save the world this time. The graphics are right where they need to be, completely coherent across the experience! xx

Developer(+1)

Thanks for the detailed comment! I liked your game a lot, but I also liked how detailed your comments are on people's games, so I actually was kinda hoping you'd check this out xD. The timers being invisible for most of the regular gameplay is just what makes this game unique — whether or not it affects the difficulty isn't factored into why I designed it as such. Nevertheless, all of your points are valid, and thanks so much for playing my game!

Submitted(+1)

They call me mister detailed....

Detailed is my middle name.

I detail a da post.  :)   <3 xxx

Submitted(+1)

A bit too stressful and precise for my tastes, but there's an audience for this type of difficult platforming game. I love your interpretation of the theme and the gradual addition of extra rules. and player needing to count down in their head.

As mentioned in the previous comment, I also got tripped up by counting whenever I got frozen. I can't put my finger on it, but I think it would be more intuitive to release the freeze one "tick" earlier so that it lines up with the tick where you would get frozen. I'm guessing it currently happens at the end of that tick because that's the window where you need to jump/duck, but I think you should just make the player immune from freezing directly after the tick. You could also show all in-play timers while frozen just to help the player understand, then hide them again once unfreezing.  I'm sure the best solution will reveal itself with iteration and playtesting.

The cover art and banner art of the page go a long way to bring your vision to life, given the simple art style, but for the finished version, it would be nice to develop the visuals in-game a little. Simplicity and visual clarity are good, but I think it's just a little too abstract for the stakes of blowing up the world to mean much because it doesn't feel like an inhabited world.

Anyway, great work and good luck with future development.

Developer (1 edit) (+1)

Thanks for the detailed comment! The visuals for the game had greater plans, but I prioritized finishing it first. As for your comment on how long the freeze should be; I understand, and thanks for the comment. I'll consider the first idea, but I'll never show the timer at any point past the first room, that's just my vision for the game. Did you get to the end? Thanks a lot for playing!

Developer (2 edits) (+1)

Also, to give some context. I did make my friends playtest the game, and I was split on the counting. Some liked the fact that the freeze timer includes 0, because right after they're unfrozen, their count can start from 4. When I unfreeze the player on the check tick, those players were flubbed up by the fact that their next count had to be 5 4 3 2 1 0, instead of 4 3 2 1 0. On the other hand, there are players with experiences like yours. The only compromise I can give is to add some option or whatever, but I agree, it's gonna have to come down to playtesting.

Submitted(+1)

Sure, I can imagine every player will intuit it differently! I gave up after not quite making it to the end of the second level. The platforming was just a bit much for me, especially after getting a migraine yesterday. Just not feeling up to pushing it on difficult games right now but wanted to at least give my thoughts on what I did play during the jam period.

Developer

No worries! This game is pretty difficult yeah. Thanks for even trying it despite the migraine!

Submitted(+2)

Somehow i started to count the skipping one tick because when you freeze it also counts the 0 so i though i had to skip one too, maybe im really stupid, i love glorbo and want to see a marketable plush of him thank you

Submitted(+1)

I this is the most the thematic I felt..

I was actually counting down "4, 3, 2, 1, 0..." "4, 3, 2, 1, 0..." (For the slay the princess fans out here, you know the cadence I'm referring to lmao). I honestly loved the story, its simple. I bomb made to explode in 60 seconds. Saw blorbo as a friend, maybe had hope to stop it from exploding... And the ending was a bit tragic.

Argh, Its was a good experience. Its short succinct did its thing well and that's it. It's my first high rating for narrative, and the gameplay... it was great. The leeways from the jump and ducks, (heh the duck timer is a duck), and the overall test at the end to see if you've got the timing down. It's well made!

Thank you for submitting to the game jam!

Developer(+1)

Wow, thank you SO much for the detailed reply! Thanks for recognizing the tragicomedy of it all, and aww I'm glad you saw the characters as your friends! I'm glad you enjoyed the game!

Submitted(+1)

Simple, but interesting. It was a bit odd at first to not see the countdown on screen, but with the later mechanics it made sense why you wanted the player to count the ticks by audio rather than show them.

Submitted(+1)

simple yet surprisingly good! I really enjoyed the game page too. this has clear potential to grow into something solid. Congrats on already thinking ahead with post-jam plans!

Submitted(+1)

I loved the artwor you did to the game page, its incredible, the whole game blends very well, greatly built.

I really loved the challenges, it works great for the theme and how its made, I just wish the conversation were a little faster, but I get the retro platform vibes!

Submitted(+1)

My god that was good. The subverted expectations from the start were wonderful. And making the distance you have to travel after learning about the duck count, forcing the player to learn it, was master class. Fantastic job!

Developer

Thank youu!

Submitted(+1)

WOOO Finished the game, i liked it a lot. having to time my jumps to the beats was really fun and i liked the levels. Also the jumping felt really good, that's always nice to see. The art was simple but it was super charming, loved the Enemy design, scary and fun at the same time.  I felt really challenged in a good way at the end. althoug i was confused for a bit, because it wasn't very clear that i had to jump or duck at the end.

Awesome short game, like I'm recommending it to people to try, its real fun.



Developer

OMG! Thank you so much for finishing and even recommending the game!

Submitted(+2)

Thank you very much for adding linux build! I really appreciate it! Also, a very great game. It has so much fun packed in it!

I really loved not having any visual notifier of the timer, this gives me constant pressure to keep track of time in my mind for the 5s rule. This keeps my brain busy and intrun engaged! Really loved the ideas!

One slight inconvenience was the long dialogs, needing to wait like 3s when I die/timer runs out can be challenging for my brain with attention span of a goldfish

Developer

Thank you for playing!

Viewing comments 29 to 10 of 29 · Next page · Last page