Update, I've come back four times now.
atray-jonf
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Juicy juicy juicy. I didn't think there would keep being more kinds of bad guys, but behold, more bad guys.
I've never played much of this genre, but I can see why people like it so much. For me it hits that path-of-exile itch of the effects jungle. I love all the different weapons firing off and constantly playing mad on my keyboard to dodge. At first I played greedy, and then through to the boss I was scraping through with less and less time spare.
With a few playthroughs, there definitely seemed to be a range of early playstyles that all felt unique. By the time you get to the boss, though, you probably have every weapon and are just spamming the +15%ers.
Ok, the court-mandated critique. It was all very precise. Although the snappy inputs felt absolutely brilliant, constantly running circles to try to pick up a +time or worse, having them go from there to despawned just as I stepped over didn't make the game after as more just less fun to play. I think a little coyote time and forgiveness to enemy hitboxes, and forgiveness to the +time boxes would improve gamefeel a lot. You can always tune other levels for difficulty. I think by the time you get to the boss all the upgrades kind of blend together. The most "fun" one I think was just the bullet bouncing. I'm sure you're plenty excited to make new content yourself.
The inputs were fantastic though. The crisp directionality really gives me a sense of control that's important here. I loved the blorbos, and you kept incredible accessibility in the color and variety of their shapes. At a glance, I could easy tell what challenge the game was asking me to rise up to. None of it yet felt too easy or too hard. For a GMTK Jam demo, it was tuned perfectly for a couple of runs. You've kept the art style cohesive even across the UI, which is a big ask and a big plus. There seems to be room for plenty more content, bad guys, upgrades, even landscapes. I liked the contract system, though in practice I knew I had to always pick hard if I wanted a realistic shot. Maybe if instead of easy medium hard, you come upon more modifiers for path A, B and C I'd have spent more time engaging with it.
All in all, put an easy hour into this one submission. :thumbsup:
This might be the king of the twin stick shooters right now, in terms of the power fantasy this game provides.
Each capstone upgrade, aside from the less-bad-guys-line gave me a new stool to step up and marvel at my kingdom. Refining, time-per-shard, multiple shard-per-kill. Slowly I watched the cliff crumble and when finally it fell, the game felt great. The clock was now meaningless. I had won.
Or had I? I'm only going to drop one interesting thought here, and I hope it's one you know and agree with! In GMTK jam we, of course, have to try (and in my case fail) to make our games accessible to the average 2-3 minute playtime someone puts in. Often, like here, that means sacrificing the endgame experience to front load the action. Once I won, which was maybe six seven rounds in, all I had left to do was buy every upgrade, which just meant wiggling my mouse and keyboard to try to maximize my fragments-per-second under no duress or time. A little part of me hoped that after five minutes, there'd be some big dangerous boss, and all those hours of clock time I racked up would matter to my health, and when I beat him you'd come to my home, knock on my door, and tell me "congratulations son, you've won". As it's obviously not tuned to be an infinite game, I really think an ending screen, no matter how small, would have nailed this experience.
Now. It is fun. It is so so fun. At first I hated the diamonds, what a waste of left clicks. I tried to avoid reds so I could bunch them together and minimize the travel between their loot. I explored the tech tree, carefully avoiding some upgrades I thought were fillers to dig deep for the game changers. These are all top tier gameplay experiences. I can see you tuned the game to a fun average set of upgrades, and then gave us the option to have 20% more so we got to exerience overcoming your challenge. Intentional or not, it's kudos.
I think this is perfectly tuned for a GTMK Jam / demo. The second column of upgrades are all more interesting than the first, and upon reveal, you can preview and build your excitement for it. I had no issues with the controls, though, I never used the dash and the bomb only for farming massive times at the end. My inputs were responsive and snappy, and in my playtime I didn't encounter any bugs or even unfinished surfaces.
After the jam give me a big guy that spawns painful circles and makes me use up my two hours of clock! Love the work enjoy your day xx
The inspiration here is fantastic. A seven-segment clock is your playing field, and you complete it to advance the game.
It thematically, and through gameplay, is a solid experience about numbers, and fighting back against a running clock. It took me a couple high scores to realize the 7-segment I was filling out _was_ the clock. Wow, reset the time indeed. Literally fighting against the countdown.
Multiple high scores? One major downside is that I couldn't particularly find much game for the game. With only 10 numbers in the game, you just throw the small pieces into the clock until you can complete the eight, which you can do two or three times in a countdown no issue. Not only did I not particularly have a win condition, I didn't really have a loss condition either. Just a really really cool mechanic.
I have to give due credit to thinking out all the implementation surfaces of this mechanic though. If rarely my Z piece was going to miss a hit, I could just stow it and try again. The controls were intuitive and snappy, and I didn't have any issue beckoning the gamplay surface to my bidding.
And of course the lovely touches like the introductory animation are charming enough to win ratings and hearts. Music is snappy, the UI is minimal which, considering we're fighting a UI element, the countdown, is very nice. I don't think the implementation here needs any more polish, just some added dynamic scope and challenge would give a huge reason to play more! xxx :)
I had some ups and downs in this experience. I hope you're ready for a read!
This is definitely a game with a strong emphasis on Time. The times the trains leave, the time each passenger will wait, the time it takes for the walking animation to play.
However, I didn't find myself actually engaging with the clock a lot. My gameplay, through a few playthroughs, more or less relied on clicking as many passengers to a traincar/businesscar as quickly as possible, which didn't require looking at either clock. The trains came and went fast enough I didn't have to worry about packing seats tetris style either, and maybe I didn't put it in for long enough, but I never found a use for the reward currency.
I think there are a couple rough corners with inputs and accessibility that you're more than aware of, and are perfectly natural and normal in a gamejam of this speed. :) No harm there.
I think that I like the premise of your imagination here, as clocks and trains are a natural pairing. I'd be really excited to see your next pass at this, where instead of pairing the just absolutely excellent narrative theme with a click-n-clicker, we'd draw some boxes on a whiteboard and say "what exactly is the input challenge we're presenting our audience, how do we want to reinforce this excellent scene with their gameplay experience?" I think if each train came a little slower, we'd already have a great pre-planning tetris game about trying to fit groups and families with minimum seat waste! (couldn't ask someone to move after you've sat them of course, ;) )
As it is, I had no issue seeing your creativity and initial vision, and I'd have loved to opportunity to see more of that shine through. <3
It's really as fun as it looks.
I think a lot has been said about this entry, so here's highlighting somethings you might not have noticed and why I think they showcase top tier gamedev behavior.
Yes, some blocks are just better than others, and yes you can reroll blocks. In the rush of the countdown clock, you might not have noticed though, you have a resource, gold! That's right, there is a maximum castle you can theoretically build, and no matter how quick you are on the reroll button, a minimum chance to get it!
That quickly evolves this game scope. Now, instead of binary best and worst strategy, we have the grey zone in the middle. "Making best with what you have". It's very very often overlooked in this competition and I think this tiny detail deserves heaps of attention. Are you really going to pray for the rare 3rd column king carpenter with two rolls on the clock, or just have him now?
On first glance, this is "just another countdown game". It's patently untrue here. The countdown isn't a loss condition, it's a scalar on the gameplay. It exists to encourage the player to make mistakes, and reward quick thinking, which elevates this above the usual "Do X in Y or you lose".
You've got a strong common consensus here that we'd like to see more content. No happier critique can you get. However, what I'd specifically want to see in content first, before new blocks (the easy road) is new challenges. Give me a reason to not always start the game with two walls in the bottom right. Give me an arial assault wave, or something to defend against with a warrior. You've put a seen amount of care into accessibility. The fast-forward mechanic is really well received until you let me click the little guys and have them go 'kwoo?' to entertain me.
I don't mind certain blocks and characters being worse off, IE, it's how we create the grey-zone gamespace to begin with, but even bad blocks could be buffed to work in say a rare comedy build.
I think the next obvious steps are to draw more playtime and mental rent out of the player. I can see a few strategies outside of a leaderboard, and I'm certain you've already been thinking through them yourself.
Outstanding work!
Genuinely a smile to play. :)
Some highlights for me are the care and intent into servicing the theme and tone of the game. Between the snazzy choice of asset soundtrack, and Oscar's absolute carefree dab, I never felt frustrated retrying a level again and again.
And boy did I. This is the anti-atray game. The Antitray. My short-term memory is just such a common joke. The levels really started to get cruel at the end, but I was quick to notice some of your strategies.
I might have liked to see the countdown more. I think that was a missed opportunity. Before the countdown fires, I don't have any inputs, any information or anything to think about. Which makes it a hair meaningless if the countdown even existed or not.
At first I was wondering why you'd have the hazards light up in a memory game like this, but then I found it - they're landmarks! It's less about memorizing every time on the grid as more using your limited countdown to build a navigable landscape of landmarks and features. The mix between the barrels and sparks felt really nicely tuned, as if I wasn't the first victim you'd tested this on. :) I lost twelve Oscars on the way through this adventure, but each one did his duty dancing. I would love to see how you'd add more obstacles. <3
I'm going to have to be honest, with something you already know, this is a non-game. I don't think you need any help talking about what you wish you could have added, though, so let's talk about the choices you did make and why I think they're notable or meaningful! :)
You split the clock from the direction of travel. It's a constant action, glancing up at the clock and judging your risk while click looking back down to watch for obstacles. There's credit here, you tuned the field of view, the speed of the incoming items, and the responsiveness of Count perfect. I wouldn't make it particularly easier or harder. This meant you really did play it enough to get those gamefeel levers right.
The - time pickups are punishing without implying a gameover. They imply this game-space between victory and defeat that lots of countdown games on GMTK are missing! (including mine) Until the very end it's possible to jump two lanes and grab the last minute time-up, which might sound silly but is > a lot of games today.
I think this is a totally sensible start to a game. You show this to a room of executives - no, probably not. You show this at a lan party and everyone nods and suggests what comes next. I didn't at all regret playing your game. :) xx
Zone Three, what do you want from me?!
The narrative here is simple but believable. You are say, vastly underqualified for your job and you need to maximize your resources to survive. The first half of the game is exploration with your two inputs, and the latter half is hypothermic finger biting and watching the count down.
The biggest missed opportunity here is the entire game is basically a one page puzzle. Once you've found the right ratio, and applied it to each page ( wasn't obvious why I was losing at first! ) we don't get any further dynamic content. I think you could artificially generate a lot more depth simply by having a smaller timer, upon success "You survived a day, but the storm doesn't let up..." and then then next day run the Maximum chill down even lower. Having a reason to click each of the zones would also add a little clock to the back of my mind. (Zone 3 probably needs me to click to restart its generator soon....)
All of the font and graphics are cohesive. It didn't feel like a HTML game, it really did feel like some kind of control surface. I didn't have any troubles with my inputs translating into the game either. I couldn't really ready the log, but I liked the fluff it brought the lore a ton. Really helped seal that immersion.
I think with this concept, if you consider how to challenge the player and either aide or obstruct them from finding the perfect ratio, you'll have the path to a complete game experience.
Zone three close your windows!!! It's not my fault you're freezing!
The hacking and slashing action felt really really good. It was especially a treat that It didn't always strictly matter if I was getting hit once or twice in a fight, as long as I made up for it. I'm a big fan of life leech builds in games, haha.
Mixing it up, your slew of fun powerups definitely scratched some of that path of exile itch. Though I ended up pretty much always doing extra time.
It didn't feel bad making a mistake and running out of time from a lot of bad hits. What felt really bad, every time it happened, was losing because I just couldn't find where you'd put the enemy spawns. I sprinting around a labyrinth, sticking to each wall, and my only source of frustration was that the adds mobs, a core part of this raid, were missing some extra thought. I'm sure if you made and designed the experience, it felt completely natural where to rush and where to grind time, but I'm sure watching a stream of someone else try to organically discover this might surprise! :)
The accessibility of the game was great. I'm really thankful you took the smart route of one button for a combo chain instead of left click light, right click power kind of thing I see that adds no actual texture to a game while diluting it. This game was totally touting its own strengths. I can't wait to see even more incredible effects.
PS is it cheating if I had to whittle the boss and scurry away frantically searching for time recoveries? I liked that there was always a chance, right until the end, to recover. :)
Enough charm to keep me invested through my plays. It might seem silly to say the writing was great, but sometimes the white space can be just as interesting as a super meaningful dialogue tree. It was my reward for beating a layer, just so Blorbo could pow, stick it to the Demiurge!
For a game about the countdowns, that are so intrinsically linked to the countdowns in mechanics, I really don't think it would have made the game too easy by showing them to us. We have the godhead after all. With a clock for a head. He could just watch in the background. The game was absolutely punishing, but that's not worth any less. I wanna be the guy is fun genre and rewards patience and investment!
I have to give kudos to the character controller. There's a reason you don't see slopes absolutely everywhere in gamejams. You have to find the right asset, or put time and care in, to get those sonic levels of snappy-feelgood on slopes. None of the hurt boxes felt cheesy, and the jumps had in just enough forgiveness to keep me feeling like I really could save the world this time. The graphics are right where they need to be, completely coherent across the experience! xx
Right off the bat, this was my kind of dig, dog. Having wasted years of my life playing Lego flash games, I knew I'd like it as soon as you pulled out the transistor puzzle piece.
The set dressing and environment are fun, as is the narrative stitching for why we're here. You puzzles, rather than just being a shaken-jar of "guess the number", very clearly reflect to the player what their objective is, and promise it can be achieved by just playing around, engaging, and seeing the results. A lot of people miss that gamespace between "victory" and "defeat" that's supposed to keep the player going, and seeing the little animations and timed fuses helps convey to me when I am or am not on the right track.
I think the visuals could use a little more gamefeel. I think adding a snap-grid to the pick and place would make it feel a lot more responsive and purposeful to the player. Combine that with some free time post-jam to make the cable a little droopier and sloppier, I could see you reinforcing both aspects of mad-man and genius that you're trying to make the player feel. Many UI elements just didn't hold up to your excellent standard either.
I was so happy when it started clicking and I could see all the different permutations of numbers I could achieve with just a few tools. I think the concept, the models themselves, the content you created is all up to fantastic stuff. I hope I can see more clever games from your team. xx
Not to be rude, but me and my new bitcoin miner aren't even sure there's a countdown in this experience.
If you wanted some feedback on this game even outside of the GMTK jam theme..
Being an asset flip, there was still absolutely no distinction between my inputs contributing anything meaningful. I went to one end of the world to find nothing. I thought I saw a beacon on the other, but it in fact turned out to be a visible seam in the skybox. The game files themselves were updated four days ago and there are posts from a month.
Unforgiving, but also unforgivingly fun once you get some feet under you.
I really liked how accessible the inputs felt. I didn't particularly need a tutorial, and no loss felt cheated. I wish that I could see a little more around myself, especially later on the level layout can get quite punishing and due to the gmtk's theme you're only ever one wrong turn from a gameover, which sometimes felt a little unfair and random.
The bouncing to advance was definitely a cool factor, and I appreciate the bit of forgiveness I can see you tuned into the hitbox of those. The grapple enemies also directly factored into the theme, as their only real menace was costing time! I did find that one grapple was still pretty much a gameover for me. :)
The art deserves some adoration. I would loved to have seen even more drawn, time-be-willing, because cohesively it would be a really nice sight to see!
I sunk quite a lot of goes into this, delaying a bunch of other stuff in my day so that's tote goats high praise xx
The right click arrows are just really satisfying. I think the entire game would survive totally great without the left click, they were so fun.
I have to share a lot of the sentiment that the movement is pretty-tricky. I was just all the time sticking to walls I didn't intend. But on the other hand, the wall jumps are really crisp and easy to pull off. I'm sure if I spent the better part of an entire jam playing and testing, I wouldn't be struggling as much.
The music and art were all very cohesive. The setting really set itself. The attention to the sprite work and animation is just absolutely staggering. I also smelled a lot of care put into the scripts of the character movement, the indicators and such. All of the information on that front too, was clearly presented and I had no trouble getting my arrows to do what I want. Just the moves. :)
I never got to meet the count, I'm sorry. Slay him for me!
I'm not sure if my machine was underpowered, but the entire game for me was through a gmod-stutter filter which was really funny and felt in tune with what you were going for. MMMMMMMMMMMMM
A classic buckshot that actually rewards and encourages you to think through your moves. Don't laugh at the microwave, and keep a straight head on. Absolutely nothing wrong with the mechanics here. I never had any issues with my inputs or clicks, and the animation did not drag on or anything, keeping the pace nice.
I think the player experience could use some fine tuning. In your goal make me smile about a classic game, we prioritized a few things like the first-person look at the LIVE vs BLANK text. Which while a good salute, had half the text clipped through the table. More than anything the challenge of the game was trying to acquire all the information I needed to- play the game. Some things that should have been the most legible, like the microwave timer, are some of the least.
I went through twice to beat the microwave twice, because I really did like the idea of a good epic videogame _survive_ mission objective, and because the idea of a complete drunk in his kitchen with the microwave is dark enough to be funny. :)
Nice work champ
The strong point is definitely some of the creativity and emergent behavior you can get with the different enemy variety. Slowing down a quick guy on a slow guy, or being careful to not trip the aggro range when they spawn in the corner..
I think the random generation and infinite gameplay actually weakens this a bit. Number go up is fun, but I don't really get to explore your gamespace when I'm just idling in a corner waiting for the timer.
I am always glad to see, of course, any game where the timer is not the bad guy! The timer here is refreshing, a chance to score higher and something I look forward to each round.
Every puzzle lived up to the countdown. At first I was like, "Ok, platformer with a timer," but then I started throwing the eggs around and getting to the multi egg timer puzzles and I saw the vision come right through.
I wanted to give a special shout out to your natural and well-paced tutorial. Every level until the finish had me thinking about something new, and I never once felt overwhelmed by a new mechanic. Additionally, the play is well-tuned and I never felt like I missed a throw or an ice timing unfairly. That takes work.
I'd have like to have seen more , certainly. The gameplay felt like it was missing that one extra element that could bring in emergent behavior, or really make me think about the main countdown.
I'm always partial to this, but the champion's-run at the end was a super nice inclusion, and if you ever doubted it, I'm glad it's in there. Having a fun reward level to cap off your completion animation really leaves a smile on your face when you play it, and that's in no small part due to your wonderful storying and cutscenes.
It took me five or six times to win, and I'll be honest, the winning run mostly took cheesing mashing 'E' as quick as possible.
I like that the countdown is not visually present, but is so audibly present that you're always paying attention to it.
A lot of the click hitboxes could use some alignment or flexibility, especially since the final run has to be so almost "pixel perfect" to pass. I'd have liked to have seen this expanded into something more, but aside from a lot of my input not feeling totally well-received by the scripts, I had no issues with the idea. A very very tightly paced race.
Not my poor hamsters... though I make a pretty good doctor at twelve little lives saved.
I had no issues at all playing the game. All the inputs were read clearly, with what felt like a little forgiveness too.
I wish there was more game! To be completely honest with you, for 'countdown', I didn't even once look at the countdown because it wouldn't give me any meaningful information. I just put my head down and saved lives.
The paper cutout style endeared me a ton, and Brodie, you did absolutely fantastic on a larger than life score. There was a nice punch to each of the key presses that was well received, and I'd be really excited to see a game like this that ends the time, tells me I did a good job, lets me pick an upgrade, then throws me right back in. :)
Hard not to likethis game. I'm obviously biased to love a submission where the countdown is the good-guy. The mechanics came quickly enough, I didn't particularly need any tutorial help.
The actual gameplay came quite punishing to me! I couldn't even barely side-scrape a spike, or hang a split second at the edge of a jump. I think you'd get an immediate triple boost in fun by smartening up some of these gameplay-feel tweaks. They can have a huge impact not on making a game "easier", but by letting a player better see on screen what they intended to do.
The protagonist is just a treat, and as mentioned below, the menu screens show real cohesion with the rest of the non-asset art. Big Cheese! It also felt like all the level designs had been well thought out and planned, which helps to keep the game feeling like your takeshi's castle for me to beat.
I tried to play it alone, with the description up on another monitor. It might have spoiled some of the intended magic, but the lovely attention to detailing was not wasted on me. I ready did feel like Indiana Jones with a tome in my other hand.
I did run out of time multiple times, but the process didn't feel insulting at all. Maybe it's the Myst/Riven nature that I really can like games like that. Putting the timer in the hourglass was a nice touch, but I do think that lost a lot of the 'count down' aspects.
The controls were intuitive, though I spent more time reading and thinking than playing anything. I think one quick easy way to boost retention would be to add a couple clickable fun animations. They likely wouldn't confuse the player if the "needs a manual to play" was more prominent anyway.
Art gorgeous. Enough said there. I didn't pick up on right click to look around right away. It could probably be covered in one small popup, or adding some accessibility forgiveness would help too. (IE, right click... or WASD... or arrows,)
A game that goes negative! I liked that. We're still counting down of course, but the number keeps getting bigger.
It was a little buggy for me. After the couch fell, I was kind of trapped in limbo and couldn't seem to progress any more. I love a cookie clicker so bad, but I could never collect from say, sinner #8 because presumably he's behind the couch. It an auto-sinner mechanic, it'd be right on the money as beyond 3-4 sinners, honestly, gets beyond my ability to quickly enough click everything!
That art style is charming and doesn't overstay at all, though I think there could have been more things still to draw. The first game I've seen that goes negative, which is inspired.
I think the only thing missing is allowing me to take a 3-minute bathroom break or walking out the front door for comedy game-overs. :)
I was glad to see just how many examines there were to find. Once I had a couple plays, I decided to take my time and read as many of them as I can. You've really filled out this fictional office history in a (frightfully) believable way.
For a game where clicking is the main input, It definitely didn't feel as clicky as I think it could have. Some text was hard to be legible for someone as dyslexic and with as big glasses as I have. A couple of times I was really juggling around my WASD position to look down right at a desk.
I think three minutes is a very nicely tuned timeframe. Almost as cruel as 72 hours to make a game. Nice work on getting me (and apparently others) to replay so many times on the strength of your writing xx
Completely and utterly surreal in just a right fantastic way. :)
Opening the game without realizing the check the keybinds was fantastic. The charm of the little goop goobers outweighed how completely at their mercy I felt. The game opens with like twenty of them. But after a couple playthroughs, I was really able to lay down mirrors. I got over 120f! Now that's an edible hot pocket.
I feel like if more of the enemies were dripfed spawned instead of all at once it might be more approachable for players. I also think the mirrors could be a little more forgiving considering you're lucky at the moment to catch a heatray, nevermind be smart about directing it.
Cohesive. I love a good wario ware and there was just enough variety through the minigames to get me really quite far. Plus I'm hungry now for a good pretzel and mustard.
I think for being a major part of the game, the countdown rhythm games could have used just a hair more dress up, and that work would immediately make hitting those really really satisfying. You did convey well the tension in the barrel though, that did feel explosive.
I am the world's biggest fan of sprite billboarding (obviously lol). I don't think it's ever done me wrong
Very nice pace, you spread out the tasks nicely for the timer. The animations were charming, but once I got to the change in artwork, nice work. I hope enough people take their time to get immersed in the narrative. <3
Some of the clicks that weren't 1-shot could be a little confusing without much input feedback. The pace of the walking meant I relied a lot on the hitscan range of the clicking, and I think your sprite billboards are turning to face the camera position, when you're going to get a lot nicer of an effect by turning them to make the direction of the camera ray itself. :)
One of the more narrative experiences in the jam!
Lovely expanding difficulty. The scoring system always felt fair, though I'm good at dancing and I could never get those back-to-back perfects yet. I'll just have to come back and try more.
This jam has had a lot of adorable art, and this is definitely up there and I'll remember it. It well-supported your Count narrative in a sensible way with the villagers reactions to their daily life. I would have loved to see more about these characters!
I feel like on the mechanics, there's a missed opportunity to spice something up in a way that isn't just adding an extra channel/keypress. IE, two different mechanics can have more interesting overlap than one mechanic twice etc.
Totally a sensible time sink I would have spent way too much time on miniclip on back when.
The sweet-spot mechanic really is a nice addition.
I agree with a lot of the other takes that I could really see this expanded! More kinds of fruit and customers? It was very jolly. I had no issues with my inputs, and your hitboxes for drag seemed nice and generous.
The art of course was really endearing. We're team animals-in-peculiar-situations.
I'm not sold (ha) that spam selling the fruit isn't the best move, and as far as I can tell there's not a real failure or win condition, but that didn't stop be from spending over fifteen minutes feeding cats because I felt bad anytime I had to give away something mouldy.. :)
Hey, go team "3d in 2d"!!!! :D
I liked the creative take on countdown, and I would have loved to see this game finished. The cutouts definitely conveyed your intention here, I just would have loved to see the finished picture (get it). Kind of like 'youre in the movies' where I spent far too much time.
The swap between perspectives was well received. It immediately read that I was in the audience.
Once I had my feet under me, this was a really enjoyable romp.
In the yes category, obviously all the asset working, the moodsetting, and the 2d inverse kinematics are all just fantastic. I loved the bugs-eating-bugs behavior, just a nice little touch. Getting to shake the jars felt cute.
The inputs were inspired, but not too forgiving. That was a little fun in a QWOP way, but might have put a person off. I'm glad you had multiple timers in different venues of the experience instead of just one big one, but aside from the clock It felt just a little disconnected from 'countdown'.
I don't intend to be bad news! The truth is always best. But, out of the games I've played the input method here was totally unique and very memorable to me. I'll definitely be checking out everyone's works. xx
Hi GMeta OS neighbor!
I was so thankful when I discovered your countdown wasn't a timer, it really was a countdown! Then I was inspired when I understood that counting down multiple iterations was the point. A really creative puzzle platformer.
I was worried I wasn't going to be smart enough to crack it, but it's actually a nice peaceful game that gives you chance to think. It's going to take me a while to get the achievement though..
The inputs could be a little sluggish at times. It wasn't ever super important that a jump did what I needed it to, but I definitely think a point of improvement could be the legibility, input, and accessibility aspects. I have zero notes on the gameplay itself. They're definitely reinforcing and doing what's right here. I liked the little art. I'm sure you'd eventually make it a... character or something. The vector landscape was also definitely a plus for me, but I know that's part of why it can be challenging to tweak those moves and jumps!
Nice workkk
Now this I'm putting on a bookmark. There is a ton of content here!
The attribution to the Countdown theme is obvious, imaginative, and reinforced through the gameplay. Before each battle has me so far judging and guessing and heuristicing in a way that is similar to slay the spire's "meta game". Return playthroughs I'm already getting a better grasp on the relative challenge-rating of each of the numbers, and its nice to feel that I'm being rewarded for that.
Up front, it's a little intimidating and it's hard to want to cater to myself by spending heavily, especially as the levels get harder. But I'm not sure that's a gameplay flaw. Framing them as cute blorbos definitely makes me feel better about the decision paralysis. The UI I had a little trouble with at first, between space, legibility, and understanding my interactions. Other UI stuff like the arrows for navigation were spot on though. I didn't have as much trouble with the balance/difficulty as more about how I _felt_ about judging the challenges. :)
The artstyle was very cohesively chosen. Are they all from the same pack/creator? Leaning into the strengths of the asset selection worked out a ton. Same with the levels. Felt a little bit like playing with action figures.
I couldn't figure out the win condition on this one. The character controller was snappy on lateral movement, but I had no forgiveness for the off-the-edge jumps in a platformer. The timer felt nicely tuned and just right, but I did get to the top of the level three times across plays and I seemed to lose anyway. Maybe a statement about life..? :)
I think sprinkling in some dynamics, some moving red zones could go a ways. The hard cut to loss is a little rough too, as you might make a mistake early on and not know you've already lost until the very end where you're a half second behind. ( if reaching the top is supposed to be the win! )

