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It shares a similar structure with the Game Jam Simulator entry in this jam—having a major event node where you need to finish your tasks before the countdown runs out! It's a pretty nice game. However, putting the control instructions only in the page description and omitting them in-game made me think it was mouse-only—I spent ages just clicking around, haha! That said, the game itself is solid. With a bit more polish, especially on the art style, it could be a really great game!
A fantastic narrator-driven meta game! On my first playthrough, I almost wrote it off as a cheap, janky game, but the moment it forced a restart, I knew something clever was going on! Great job! That said, I personally felt the game didn't have a super strong connection to the 'Countdown' theme—looks like you kinda ran wild with your own creative ideas there! But the gameplay itself was still a total blast. Cheers!
The game is way too simplistic. Bomb defusal is a fantastic theme with so much potential to expand on, but the overall level of completeness feels quite low. As it stands, levels can be cleared just by mindlessly mashing buttons.
You could consider adding new mechanics to fix this—for instance, inputting an incorrect sequence could accelerate the countdown timer, or passcodes could be hidden and earned through deduction rather than handed to players right at the start.
In short, bomb defusal is a spot-on interpretation of the 'Countdown' theme, it's just a shame the concept wasn't explored more deeply. Nice try!
Let's be honest: the game really lacks polish. You had a full 96 hours to refine the user experience, yet the result feels more like a barebones prototype.
Let's start with onboarding. There is no tutorial or guidance anywhere, not even in the page description. You can't expect players to miraculously guess the controls on their own. Burying the Control Settings in a sub-menu makes it even harder to get started—not everyone has the patience to dig through sub-menus just to figure out how to play. What’s worse, the 'Control Settings' can’t actually be customized; they're completely locked.
As for the gameplay, the rocket moves painfully slow, making it extremely difficult to collect time bonuses while constantly crashing into asteroids. Beyond this, there are no other mechanics, so the game becomes dull very quickly. Age shouldn't be used as a shield here—this is the result of both poor time management and technical limitations. I noticed you used the pygame-ce framework. If you ran into hurdles there, why not consider switching to a better game engine?
Finally, on the topic of polish: the time bonus hitbox feels less like a full bounding box and more like a single line. During my playthrough, my rocket model frequently overlapped completely with the time bonus, literally clipping right through it without triggering a pickup. This is definitely not the mark of a polished game. Frankly speaking, I doubt you even playtested it yourself.
I'm sorry, but I really can't in good conscience give this a high rating.
It might not be the most revolutionary concept, but man, it is so much fun to play! A bit slow at the very beginning, but as soon as you hit the mid-game, the glorious beauty of stat inflation takes over. Watching the factories and logistics in motion is insanely satisfying! Visuals and sound really elevate the experience. Great game!
On a side note, major props on the optimization! The game ran with zero lag even with a massive amount of crates on screen!
The game lacks a bit of friendly onboarding. Just dumping an instruction manual in the player's face makes it hard to get into, which can easily lead to frustration and a quick loss of patience.
THAT SAID, the level design is absolutely brilliant and super fun to play! The audio and art are top-tier, and I'd give the level of polish a solid 9/10. If you ever add more levels and a proper, gradual tutorial, I would gladly buy this on Steam! Great game!
Oh, by the way, it would be awesome if you could add a preferences setting for the mouse controls. The game automatically keeping the block selected after a move really bugged me. I prefer clicking to select the block every time I want to move it, as it makes me feel more in control. I bet I'm not the only one who feels this way, so having a toggle for this behavior would be hugely appreciated!
