Definitely agree that there should've been something explaining the controls, and I was also very confused on my first few playthroughs. I did not know I needed to go above the buildings to progress, I only found that out when a classmate told me, so I do think there needs to be a sign at that point, directing the player to where they need to go next. Also was a bit confused about what the blood bar does, I thought when it went down I would lose, but I didn't. After I figured out it was the score, but that was not very clear to me. Same with the animals, I figured I'd lose when bumping into them. Also I did get stuck a couple of times, on top of the buildings, and I had to reload the game to get unstuck and play again. Overall though its a pretty creative idea based on the theme.
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Count Down Under's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #6424 | 2.857 | 2.857 |
| Audio | #7685 | 2.071 | 2.071 |
| Narrative | #7959 | 1.857 | 1.857 |
| Enjoyment | #9343 | 1.857 | 1.857 |
| Artwork | #9437 | 1.857 | 1.857 |
Ranked from 14 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?
Count Dracula goes down undah, to Australia!
(Optional) Please credit all assets you've used
see description for full credits
Comments
I guess theres a bunch of things that didn't work for me but the most basic one is the controlers. Walking, jumping, transforming into a bat all of that is very janky. I noticed after that there was a dash that apparently killed people I think? There’s not a lot of complexity to it other than jumping and the feel of the jump is not really good - you get stuck against buildings as well. It is definitely missing the controls somewhere. I had to ask a team member how to do things which why would I? The controls are not even on the description page. At some point I got trapped between 2 animals for a while trying to get into the coffin; not great.
I don't think the game goes with the title of the game. Count Down Under is such a funny concept, there's definitely a lot possible to add on this one.
The art direction is very lacking. The photobashing as the main image works but then that goes absolutely nowhere. The buildings, the background, the environment could have been an Australian photobashing scenery probably but it doens't seem that there was any cohesion with the art. All in all a game that I’ve seen before, a platformer, again.
I couldn't agree more that this is a very interesting and creative take on the theme. However, it lacks proper execution. I definitely needs a controls menu/instructions, I was only able to figure out how to become a bat because Grace told me how, until then I was stuck in the first kangaroo not knowing what to do. Also, the flying mechanic needs to be adjusted, you can glitch to fly infinitely and you can get soft locked in some places above the buildings, since the bat bar doesn't regenerates unless you touch the ground (I believe). Also, the blood bar can be interacted with the mouse, make sure for UI bars, you turn off the "Interactable" option in the inspector. On the other side, the 3D models for the buildings look really good, as well as the vampire character (maybe some hair for him, but I understand in a 4 day deadline it was complicated). Overall, I think this has a lot of potential, just need some basic instructions and some balancing. Still, good job!
i think the game concept is very neat. vampires in australia is a funny idea, but i think it suffered when it came to execution. the animals don't really give much feedback, and it is very easy to get softlocked. the biggest piece of criticism i would have though is that it's not terribly clear what the objective is. i found myself getting very confused the first time around, when the road just stopped. I think maybe some kind of like- tutorial hill you need to fly over would clear that up a bit. and then maybe also something to make collecting blood more clear? because that objective was lost on me for a minute there too. Even just like- an effect moving from the person to the bar. just something to draw the players attention to it. that being said, you guys are in a good spot to finish cleaning everything up. with two more weeks I could see the game being a hype platformer.
Funny take on the theme but wonky execution. Music is quite catchy!
It's definitely a creative take on the theme! It did take me a second to figure out the controls, and I love the idea that there are kangaroos and crocs just randomly chilling on main street. That being said though, I wonder if their colliders might be a bit too big - I got stuck on them quite a few times, even when I was positive I should have cleared them in bat form. One even carried me through the buildings at the end and locked me there.
I also think the level design is slightly confusing. The paths on the Z-axis are indistinguishable from the actually walkable ground and don't have any design features that tell me I can't go that way, so even though I understood it as a side scroller, it felt wrong to not be able to go that way. I also would have loved to see some sort of indication that the player is intended to fly up at the end of the level - I didn't organically fly high enough throughout the level to realize that "just keep going up and the camera will follow" was an option, so I could have definitely benefited from some yellow tape!
I think this game needs a controls page!! Also, it took me a super long time to figure out i needed to go up at the purple building. when youre on the buildings though, the game thinks you're still flying, so I softlocked myself like three times. The concept is super funny though!! I love the silly kangaroos and gators!!
It's very simple, but I have to be honest - the alligators all of a sudden made me laugh :D



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