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A jam submission

Count Colt and the KleptocracyView game page

A rhythm movement "shooter" featuring insider trading.
Submitted by TheXientist, Konuralp Kizilay — 2 hours, 32 minutes before the deadline
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Count Colt and the Kleptocracy's itch.io page

Results

CriteriaRankScore*Raw Score
Artwork#2084.5004.500
Audio#8923.6113.611
Narrative#9133.5003.500
Creativity#26033.6673.667
Enjoyment#50712.8332.833

Ranked from 18 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 Colt is either down or up (financially). Also, you count down the bullets in the cylinder and the game has a time limit.

(Optional) Please credit all assets you've used
credits are accessible in game

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

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Comments

Submitted(+1)

This game looks stunning. The levels look awesome and the effects are great. The mechanics are very unique and a bit motion sickness inducing, but once I got the hang of it I had a lot of fun. It's really satisfying to fly through the levels and fire/reload to the beat of the music. Probably my biggest bit of feedback is to make each level timed to one minute instead of carrying the timer over to avoid unwinnable checkpoints.

But overall, pretty cool!

Submitted(+1)

Very cool idea! Loved the visuals. Disliked the lack of camera smoothing and the inability to slow yourself down a bit. Navigating the level was a tad hard.

Submitted(+1)

As many others have said, the camera controls here are definitely holding this back - the visuals are great, the gameplay is surprisingly fun once you get the hang of it, and it's got an awesome vibe to it.

I think the strongest part is definitely it's aesthetic - the visual layout, the building of the space, and the overall aesthetic absolutely fits and works really well with what the game is set up as.  I didn't expect a full on voiced intro, or for multiple levels to exist, and it all worked together really smoothly!

My only critique with gameplay is the time limit felt - really, stingent. That, combined with restarting setting you back to the time you began at, often meant you'd be stuck in a situation on your first playthrough where you just didn't have enough time on the clock to win.

I still had fun with this one regardless, and speedrunning games aren't normally my cup of team. Nice work!

Developer (1 edit) (+1)

Thanks, glad you enjoyed it. I'm aware the camera is an issue, its a bit of a time consuming problem to solve and frankly I just didn't have enough time to propely address it. The hard time limit is definitely another issue, if only in so far that it isn't communicated properly that it saves your split from the previous level. I'm not entirely sure what the best way to solve this is, because finishing the first level and getting a failstate either way because you were too slow just kinda sucks, but outside of the jam theme I could consider just ditching the time limit altogether and only going off a speed based scoring system. Who knows, if I'm given a good reason to I might just work in a few more QoL fixes, a few more levels and put the game on steam.

Submitted

Maybe you could have set time limits for each level, and then have a grading system at the end?

So if your overall time is more than 3 minutes you get an "Okay" ending, do it in under 3, you get a "Good" ending, and then the fail state of running out of per-level time exists still?

Its a neat premise, it definitely just feels like a pain to wrangle - but you certainly did a good enough job!

Submitted(+1)

Finally, a shoot to move game. I really like how it looks, but to be honest, not a huge fan of camera controls. I don’t know if this would be against the intention, but I’d prefer more typical FPS type of aiming (move your mouse = change the camera direction proportionally to the movement). The castle design reminded me of Enter The Gungeon a bit, kek. Great job!

Submitted (1 edit) (+1)

Very disorientating but I adore the artstyle!

Submitted(+1)

The intro dialogue is incredibly cool, and the visuals are great ! I think making the camera so sensentive to where the mouse is was not a good idea, it's really motion-sickness inducing and I had to read to description to know it was not the normal way to play.

Developer(+1)

I did increase the camera sensitivity at the last minute to make turning faster, but looking back that was a mistake.

Submitted (1 edit) (+1)

Really disorienting visuals lol, even after getting a handle on the controls it's still pretty motion sickness-inducing every time you hit a wall.

I loved the voice acting story, though I wish there were subtitles. I was a little confused because I thought the game would be destroying all the barrels of gunpowder before the stock market closes (for the insurance money or something) but I guess the goal is to just escape the mansion.

I got soft-locked on the interdimensional travel section, I got the checkpoint with only 15 seconds left to complete the game, so I couldn't progress to the next section...

The theme felt a little tacked on. Like the only indication gameplay-wise that the gun is a Count is the fact that you're inside a mansion. The stock market thing only comes into play after you lose a run, and the clock is counting up lol. I don't think counting the bullets was very relevant since it's best to just hold the mouse button down and shoot after every reload.

I loved the PSX-styled art. I wasn't too hot on the music, but I did like how the reloading & firing matched with the beat of the song!

Developer (1 edit) (+1)

The camera can be a bit difficult to get into and unfortunately I didn't have time to fix the wall collision issues (or implement subtitles for that matter)

The fact that the time carries over seems to be a common issue. I wanted to keep the overall "3 minute countdown" intact which allowed me more freedom in the level design instead of having each level have its own fixed timer because particularly the second level is more difficult than the other two. If I had more time I would have made it more clear that the timer carries over and that, if you're on a bad split, you need to quit to the menu and restart but that speedrunning mindset doesn't seem to have come through.

I understand why the theme might feel tacked on, I iterated quite a bit before I landed on something I was happy with so the final product probably ended up a bit too far removed. The counting down of the bullets was also initially more important early on but just didn't work out the way I wanted to gameplay-wise so it got kind of left behind and I suppose putting the actual clock in the corner instead of a literal countdown might have been one abstraction too far.

Submitted

Incredibly trippy, took me a while to adjust to the disorienting camera but once I did it was really fun zooming through everything. Really like the psx / low poly graphic style and the music is equally as disorienting as the gameplay lol! The voice acting was also very good. Well done!

Submitted

This game looks authentic, and I had fun

Submitted

It was fun once I got past the way too long intro and weird camera physics. The audio is a stand out same for the interesting art style. The camera is very bad because it gets weird when you hit stuff but when it is working it is very fun and intuitive. Sadly a lot of people won't get past the frustrating start but once past it is a great game. Lastly the theme was sadly a bit taked on but fun and creative nontheless

Submitted

This was a very interesting experience! Definitely was disorienting to say the least and it took a good amount of time to get myself situated. It felt a lot like a game called Malus (https://oldays-studios.itch.io/malus) in that sense and while i did get a little sick, it was in a way that one could only assume was a bit intentional. Certainly a good spin on the theme in many different regards and the opening sequence was excellent as well.

Hopefully more people try the game out! It's certainly worth the download!

Submitted

To be fair, I'm not sure I know exactly what I should do and how to do it...but it feels like a very fun toy and I spent long minutes having fun trying to go down the hallway!

The gun shots are perfectly synced too, which I greatly appreciated :)

Developer

It's a movement "shooter", if you're moving fast you're probably doing it right. The level design is linear, so just keep moving forward, there is no wrong way to go other than backwards.

Submitted

I will be honest.. You game made me feel really dizzy xD  I think having a locked off camera and just trying to get the gun travel down the corridor as you already do would of been better! (Like the follow camera in crash bandicoot). 

The game is really unique and looks quite pretty though! Also the opening cutscene was cool but just a tad too long. 

Good work :)   

Developer(+1)

Yeah that can happen with these types of games, not having gravity to point you up or down can be very disorienting. The issue with making the camera automatic is that at a high level you kind of use the camera to aim your shots. Aiming with your keyboard isn't very accurate because ultimately its completely discrete and you can only aim in 45 degree angles so you need to control the camera for precise adjustments. What I would have fixed if I had more time was the camera going haywire if you hit a wall, I unfortunately didn't have time to address that.