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Kill the Count!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #1582 | 3.410 | 3.410 |
| Enjoyment | #1670 | 3.577 | 3.577 |
| Artwork | #2215 | 3.641 | 3.641 |
| Narrative | #2962 | 2.795 | 2.795 |
| Creativity | #5008 | 3.167 | 3.167 |
Ranked from 78 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 player's love was taken by the Count, and he's out for revenge! Players must traverse levels, find the count, and eliminate him!
(Optional) Please credit all assets you've used
See description for full credits.
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Comments
Cool game, I liked the arrow mechanic.
Its a pretty simple idea with a lot of player mechanics to work with, and overall it was an enjoyable experience! I didn't have any real issues with the UI or textures that I've seen mentioned below, though the movement did feel probably a bit too fast for this type of game. It kinda reminded me of the movement of Celeste in that way. I also loved the level design and art in the tutorial level, the next few levels felt a bit more rushed (and I assume probably were with the fact it is a game jam lol), though overall it was enjoyable and seemed fairly well executed!
Amazing! The tutorial was helpful and helped ease me into it. I've never actually played a platformer since the early 90s (odd to realize) so the wall and redirect mechanics were new but thankfully generous. I did have trouble reading the tutorial text once things started picking up speed (after the first 3 or 4). Not an issue for a Jam to be sure, everything here is very slick. But for a full rollout, I'm not sure how to solve this. Maybe keep the text until the character is still for 5 or 10 s? Or bigger fonts? I'm sure you'll think of something. Your page is amazing as well.
Thanks for playing! I wanted to expand the tutorial level a bit so we would have more time to introduce each mechanic and ensure players fully understood, but unfortunately we ran out of time in the end. :/
Some neat level design here! I wish that the player’s movement was tweaked a bit: I feel a bit too fast? But there’s a lot of neat mechanics in here that are executed pretty well! The character and enemy art is really well done.
Loved the open level design and the music!
Couple things I felt:
1) Maybe the outside textures are a little out of place? It felt a little too bright for the moody music that was used as the BG
2) I didn't find that there's a ground stomp really explained
3) I saw the eye on the top but that wasn't explained either
4) Maybe the gravity felt really strong, I felt like I accelerated super fast and I couldn't keep up.
Curious to know what 2+3 are! Overall I got super close to the last level...but died in vain xD
Thanks for playing!
1. Yeah we started level design way too late and the artwork left a little to be desired. XD
2. It's briefly mentioned in the tutorial, but if you jump and press left mouse, you'll do a dive attack instead.
3. Originally we planned on having a full stealth system in the game. The eye shows whether or not enemies have detected you, but ultimately it's not all that helpful because we realized last minute that nobody would want to be stealthy with our bird assassin character.
4. Yep, we turned the gravity up to improve the feel of gameplay, but in retrospect, I can see how it could make the long "go up vertical" sections off the map somewhat tricky to navigate.
I liked the opened levels and how you could kind of pick how you wanted to approach the levels. I had a little trouble with melee combat especially since enemies seemed to be hitting me when I looked to be at a safe distance, so I ended up mostly using the arrows. Other than that it was pretty good, nice work
Nice game! I did lot end up a lot of the time just sprinting around the enemies to find the count but that wasn't a problem since the platforming was so fun and felt fun and smooth. Great work!!!
Nice game! I did lot end up a lot of the time just sprinting around the enemies to find the count but that wasn't a problem since the platforming was so fun and felt fun and smooth. Great work!!!
The quickness of everything made this feel great to play. There are so many simple platformers without a twist in this jam, but even the fundamentals like jumping feel fun in this little engine. The bow on top was a blast to play around. While the theme tie-in isn't particularly strong, it's hilarious. Great job!
If you have a minute, I'd really appreciate if you checked out the puzzle game my team made and maybe give it a rate!
Maybe it’s because I don’t play enough platformers but it got too difficult too quickly for me lol. But apart from me being just bad at this game, I really enjoyed it and if only I had enough time it would be very satisfactory to finish :) I love how complex and polished it is.
Love the platforming and combat!
Really fun movement, but maybe a bit too fun, i zoomed across the map playing it like Risk of rain or something
I'll be honest, I died half a dozen times to the first enemy. I could not figure out how to utilize the dash ability. Once I got past that, I had a lot of fun with the shooting and wall jumping.
Feedback: the levels seem oddly large with lots of empty space, I got lost on the 2nd and 3rd levels. The 2nd level's trees and the backgrounds are a little blank looking.
Thanks for playing! Level design was definitely our weakest point in this jam after overscoping and having unexpected delays behind the scenes.
overall a pretty fun platformer! unfortunately i am very bad at platformers so i couldn’t complete the game, but it was a fun experience nonetheless! the art is cute too and i love how many options the player has for combat
cool game, I loved the art and the sound effects, and also super fun to play, only thing is I hoped game had arrow controls cause I'm left handed and it took some time for me to get used to it. but cool game, cool idea and cool level design
This is quite fun! I like the game and it was very fun to play, although at points it did get a bit frustrating for me, mostly due to the controls. I ended up giving up on using the dash at all because I could not figure out how to reliably press it well while also moving and jumping. Additionally, I ran into a problem where sometimes the dashing attack did not deal damage to basic enemies. I kept pressing the button and it showed that I was attacking but it did not seem to be dealing damage sometimes. The enemies were fun to deal with, though, and I really liked the movement!
Sorry about that! I found out yesterday from some of the other players that basic melee attacks don't work when you're on the right side of an enemy facing leftward. :(
It was a simple fix on my end and I'll update the game post-jam to address it, but for now, I'd recommend sticking to the bow and the dive attacks! Those are more fun to use than the regular ones anyway. XD
Impressive how many features you could make in such a short amount of time and I think the level design supported those abilities quite well. I was especially happy see how many optional areas and routes the levels had! Really supported the narrative of being an assassin. Of course there is balancing to be done, but the overall experience was enjoyable as is. Good job!
Cool game! I'm impressed with all the enemies and features you guys made in such a short time. The player has a wide range of options which is cool. Sometimes i got stuck in place and didn't really understood why, but that's a nitpick. Nice job!
I really liked the movement! The level design was confusing at times, and there are some portions that can be skipped entirely if you know how to use the movement. I think if the levels were designed more around the fun movement system it could make for an awesome platformer!
The movement is really nice, I loved the wall jumps and dive attack! The art was also really good but I do think that the trees on the second level look a little out of place compared to the castle tiles. Other than that small nit pick though this was really fun, I liked how you could tackle the last level from multiple different paths!
Yep those trees were...certainly something. XD We didn't have time to get a decent looking texture for them, so last minute we decided to slap some green background tiles down and make them sort of look like trees.