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A jam submission

the Count is DownView game page

WIP - submission to GMTK 2026
Submitted by JP-Lopez (@jplopeznavarro), Mind Coded — 1 hour, 29 minutes before the deadline
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the Count is Down's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#43673.1223.250
Narrative#47882.4022.500
Audio#59132.4822.583
Creativity#63102.8823.000
Enjoyment#67872.4822.583

Ranked from 12 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 main character, a Count, is feeling Down, is sick. Your HP goes down unless you defeat enemies to replenish

(Optional) Please credit all assets you've used
see description for full credits

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Comments

Submitted(+2)

I like the narrative and visuals of this one, but I couldn't figure out how to progress beyond the sunny room without dying. I feel like I explored everything there was beforehand so I tried sprinting through at full health but it wasn't enough, so not sure if I missed something. Another issue I had was that attacking the enemies wouldn't register half the time even when they were visibly within range. But overall a pretty good entry, the platforming especially felt satisfying!

Developer(+1)

Feedback is greatly appreciated. We missed giving a few instructions in the exterior area, so we'll definitely be fixing that along with some other things. Thanks again for the feedback, and by the way, what you do is wonderful, your game is super polished!

Submitted(+2)

Good game, the dash worked really well. I generally liked the fx and art polish.

minor nits and polish in case you want to improve on this:

  • The health bar didn’t feel like it had either enough granularity or legibility to be useful. I couldn’t tell if I had full, high, medium, or low health except through the countdown timer (I assumed was also mirroring health?).
  • the pause menu level select was unexpected
  • ladder movement is disproportionately slow
  • I had some troubles with the controls so would have appreciated rebinds, or maybe also bind dash to rclick the same way attack is bound to lclick?
Submitted(+2)

The movement was great i loved the dash it felt satisfying

Submitted(+2)

Really like the feeling of the dash it was really fun to use 

Submitted(+2)

I honestly didn't experience much lag when playing the game. The intro narrative was cool, and right as soon as I loaded into the game, the movement and the attack animations were very juicy. Great work on the impact and particle-effect polish! The transitions between the scenes also felt very nice. 

Submitted(+2)

The game was extremely laagy when I first tried playing it in full screen mode, but it works great with the regular window size. Just wanted to point it out if anyone else is struggling with the same issue :)

The game looks really good! And it feels great to play, you really nailed the platforming mechanics and the animations etc. It was a bit confusing with some enemies not really being killable, and I found some other ones that got a little bugged (it escaped the map in a room so I wasnt able to kill it and got stuck in its room).

Really great job with the game overall!!! :D

Developer(+1)

I also noticed the lagginess, thanks for discovering is related to the window resolution. We had to upload a 'developer build' because we were running out time to create a production build, my guess is that is impacting the performance.