Play game
Make It, Count!'s itch.io pageTeam Name
HRWA
Gameplay Instructions
Controls:
Left Mouse: Move
Right Mouse drag: Rotate
Escape: Menu
Link to Gameplay Footage
https://www.youtube.com/watch?v=pfmK7apdiCU
What platform is your game built for?
List any content that was created before the jam that was included in the final submission.
Gameplay framework:
My own game jam toolkit "Gem". Boilerplate project for low-level game-agnostic stuff like game loading, showing menus, handling button presses, etc.
Sound Effects:
Soundly (http://www.getsoundly.com/ )
Sonniss (https://sonniss.com/ )
Music:
Purple Planet (http://www.purple-planet.com )
FX textures:
Epic's content
My work library
Most Environment Textures:
LowlyPoly (https://www.unrealengine.com/marketplace/en-US/slug/hand-painted-textures-mega-bundle )
The Count model:
Derived from Couch Knight (https://www.unrealengine.com/marketplace/en-US/slug/couch-knights )
Sky:
UNEASY (https://www.unrealengine.com/marketplace/en-US/slug/good-sky )
Fonts:
Peace Sans (https://www.behance.net/gallery/34760019/Peace-Sans-FREE-FONT )
PT Sans (https://www.paratype.ru/ )
Cursor Icon:
Kenney (https://kenney.nl/ )
Leave a comment
Log in with itch.io to leave a comment.
Comments
The idea is really interesting, and both the music and graphics is really good. For me it was too difficult to avoid the sunlight. Overall a good game with an interesting and funny story. Well done.
Clever concept! Kind of like a nihilist/macabre captain toad :) Some of the levels are long enough that a checkpoint system/undo que could've helped ease the frustration of exploding, maybe just a slower death sequence would help? Regardless this is really polished and fun, really impressive jam game.
Hi Jonny, thanks!
With a longer "cooking time" the Count could pass around almost freely, without worrying too much about the Sun. After some playtesting, it was found that the correct time is 0.45 seconds. The slower time is just too forgiving (the game is LBYL, not EAFP :-), the faster time will lead to accidental deaths during correct moves. The time shall not allow the player to pass a fully illuminated "voxel" to the opposite side.
The shadow falls at 45 degrees and is orthogonal, so you can count the level "voxels" to find if the goal will be lit, to pass the level without dying. But dying a few times to learn the map is a valid tactic, although more frustrating :)
great art
Incredible game. Solo dev! One of the must to play of this jam.