Glad you enjoyed :) I agree that it’s easy to forget about those abilities since you don’t need them strictly speaking. I guess that’s a flaw in the balancing, but oh well.
20akshay00
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Super cool to see the direction you’ve taken for this interpretation of the theme. The visuals really sell the atmosphere and I could feel the terror when the townspeople appeared from nowhere. I found that the countdown was perhaps a bit too easy to empty, but maybe that’s just a skill issue. Great job regardless.
Quite fun despite how simple the concept is. I played it through the end. However, I wasn’t a fan of the flashing colors, and I do think the levels were too long for how slow the beat was. Other than that, the game felt like it lacked some oomph. Its hard to describe, but hitting the beat on time didn’t feel punchy enough. I’m not sure how exactly it can be improved, but if it felt more weighty then I think it’d have been even more fun to play. Regardless, I enjoyed, so nice work.
Simple premise but so fun. Works great because how ridiculously polished it is. Pomello is pretty charming too xP Only gripe is that collecting chests should probably not take the center stage and pause game play. I would have rather had it show up in the corner discreetly so the flow of the game is not interrupted. I also agree with the other comment that perhaps this doesn’t adhere too well to to theme. Regardless, it was quite fun and I enjoyed it.

What a unique game! I really enjoyed the puzzles and the intricate rooms as we progressed. The level design is actually quite well done. For example, before discovering the swap mechanic, we just fall right through the floor which then serves as an extended tutorial that introduces it. Super cool. If I were to nitpick, the jump felt a bit floaty. But other than that, great job.
Pretty unique take on the theme. I agree with the other comment that maybe you shouldn’t have color coded the text. Very charming game anyhow; the visuals are great and the concept is explored pretty well I think. Only gripe is that the background music was a bit too repetitive and was annoying after a while. Other than that, nicely done!
Interesting concept, but for me the controls felt a bit clunky; I guess only the purple counter actually reflects bullets back? But then since the count-down slices change after every counter, there wasn’t a consistent rhythm to it. Maybe it would be better if it changed after every couple of counters instead. On the other hand, it was a nice choice to tick faster if you chain counters; it really makes the combat feel intense. The visuals were also wonderful and sold the atmosphere very well. The SFX was a bit lacking, though. Besides these minor grievances though, it was a solid game and I think there’s something there that could develop into more!
Love this take on the theme. As someone else mentioned though, it was a bit hard keeping in mind the different potion effects especially since there’s so many. But otherwise it was very fun making up combinations and seeing what they do. I also found that once the enemies caught up to me, they almost attached onto me and I couldn’t really get away from them. Not sure if its a bug or intended behavior. Well done regardless.
I was soo lost until I read the other comment where you explained the way the rules interact. You should put that in the description of the itch page. Even if you ran out of time to explain in-game, it would have to been good to color code the rules of the same ‘category’ so its easier to spot. Despite the flaws, I enjoyed it (although I still suck and couldn’t get past 8 rounds :p).
Super polished game. At first I felt the sensitivity was waaay too high but then I realized this is probably the only way the game works. Once I got the hang of it, I actually was able to nudge the ragdoll with decent precision. I think my only gripe is that the timer was way too fast for a jam game. It’s always better to be easy than super hard, and I think since you chose such high sensitivity, you could’ve compensated with the time. In any case, great job for a solo entry.
Super fun game despite being so simple. It started off really slow and I was almost going to leave, but then it just started getting wilder from then on. Also love the TTS voiceover lol.
Got a couple thousand points before deciding to call it quits. I think it needs some other kind of pressure as time goes on to force the player to lose. In any case, its a really nice implementation of the countdown as a timer interpretation and I enjoyed a lot. Great job!
Despite how simple it looks, its actually super fun to play. I made it till wave 15 with a score of 715. Eventually there just wasn’t any place to move, so I think the progression does break at some point. I do wish the game was a bit more polished though; with some response for hitting enemies or receiving damage like a screen shake. I did notice the soundtrack was dynamic so that’s super cool. Great job overall, I enjoyed it despite the shortcomings.
Woah, it looks like we stumbled upon very similar mechanics for our games :) Everything feels super juicy and amped up. I did feel the visual shaders were maybe a tad too overwhelming as I couldn’t focus on any one thing as I started getting hit. Like someone else said, the character also moves a bit too fast to control precisely. But I guess these things are hard to balance within a jam setting. Super cool entry anyhow, especially for just two people.
Nice art style and interesting take on the theme (same as mine :P). It does lack some polish though as many actions lack good responsiveness from the game, like dying or attacking an enemy. Basically, it’d have felt way nicer if things were juicier (ahem, this is a technical term I promise). I did like the setting and the player character design though. Well done getting the game done in time anyhow!
There is a certain irony in having to trade up precious moments of your life for a coin just to do something you wish you had done sooner. Beautiful little game. I was hoping someone interpreted countdown in this sense. Having said that, I do think the walk speed was just a bit too slow for how long the game is. Other than that, good job!










