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Take Down The Count's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #90 | 4.308 | 4.308 |
| Creativity | #3576 | 3.462 | 3.462 |
| Narrative | #4072 | 2.538 | 2.538 |
| Audio | #4926 | 2.692 | 2.692 |
| Artwork | #5469 | 2.846 | 2.846 |
Ranked from 13 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?
Our core mechanic for the game is weapon swaping on a countdown timer. We also have a setting based around the Count of a castle with additional mechanics based around timers.
(Optional) Please credit all assets you've used
see description for full credits
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Comments
Cool game! I really like the last fight with the boss.
Fun time, the weapons were fun the learn and get better at, the animations and vfx were nice, the enemies were interesting and cool to look at. Gj, solid game
Fun idea and good 3D models and animations! Would enjoy a playthrough with even more weapons to try out!
Loading time between levels was not too long but with no visual indicator I thought it crashed at first, maybe a small touch but a loading icon or something would go a long way to make sure people stick to the end
The count being called "The Count" gave me a good laugh :D very on the nose for the theme
Nice one!
I agree that a loading screen between levels would've helped quite a bit. Thank you for the suggestion and for playing our game!
Very bad loading times for me, and I waited for a minute after clicking Exit game by the end without anything happening. But most of all I really liked the concept of getting a different weapon every few seconds. That could be a really fun game.
Yea the loading time issue is due to running this game on the browser with too many assets uploaded. Also the exit game button at the end doesn’t work on web. That being said, thank you for taking the time to try out our game!
Wow! This is a really polished game, well done. The animations are amazing as well.
Hi!
I really loved the game! I am a sucker for FPS games :D
The mechanic where the weapons switch after a few seconds is great! Makes me mad I didn't think of it in my FPS :D
Biggest criticism I would have is the missing "juice", but that is understandable for a game jam!
The same goes for the art and very simplistic level design.
But the character controller feels nice and with more time I think this can really have potential.
Some form of fast paced modern version of Hexen, where you get a random weapon each every few seconds and need to adapt.
Let me know if you want to continue this!
Had a blast playing it!
I'm glad to hear you enjoyed it! I agree with you in regards to the "juice" criticism. It's definitely an area we tried to focus on but given the scope of the project and some external issues that hindered development we didn't get a chance to polish it as much as we would've liked. We also had plans for more weapons but that's the way game jams go sometimes. Thank you for taking the time to try it out!
good game
Pretty cool to play! I like that the map isn't completely flat—having variations in elevation and columns adds a lot. Plus, with the boss having more than just one skill, it actually gives the game solid replay value.
Thanks for taking the time to try it out!
I think the core loop shows promise. It's kind of like gun game where you have to keep adapting to new weapons. I would really like to see a game like this with some more polish and even more spells
Thank you for taking the time to play our game :)
Fun medieval FPS! I liked the countdown swapping between a single-target long range weapon and a shorter-range shotgun-like weapon. Made you change you combat style depending on which you had! The ice weapon (shotgun) was better against the knights, while the staff could help you take away archers from afar. The final boss being named ‘The Count’ was just icing on the cake for the theme – clever :)
My main feedback was that the knight enemies were fairly easy to kite. This wasn’t an issue in the early levels, since you have to defeat all of them. But against the Count, I found it was easiest to ignore them and focus him down.
Still, had a lot of fun! I can see some great potential here with more enemies and potentially smarter knights.
EDIT: Oh, and I had no performance issues – was running via browser on a Macbook
Our submission (not linked by Itch for some reason?)
I’m happy to hear you enjoyed it (and that you didn’t experience performance issues). I agree that the knight behavior was easy to ignore, definitely something that we would address with more time as it’s feedback we have received from a few people at this point. Thank you for playing!
kind of shredded the performance on my pc, not sure if the phasing bullets were influenced by the really low framerate
Awe sorry to hear that. Thanks for the feedback