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Counter Control GMTK 2020's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3878 | 2.132 | 2.727 |
Presentation | #4184 | 2.132 | 2.727 |
Overall | #4498 | 1.990 | 2.545 |
Originality | #4842 | 1.919 | 2.455 |
Ranked from 11 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?
A counter that counts the times you can move. If the counter equals 0 then you are out of control.
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
No
We used pre-existing audio
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Comments
Stuck on a falling bridge level for a while, finally passed it after checking out the comments and a few times try. Clues are needed in those dark levels. Nice design try.
Thanks for the feedback! I was planning on the dark levels to be really annoying and it clearly worked.
Nice idea and so many levels! I did not enjoy the levels without light though. Nice work!!
Thanks! Well if i plan on expanding this game then i'd most likely just give some clues where to jump in the dark levels.
Interesting idea! I included it in my GMTK Game Jam compilation video series, if you’d like to take a look. :)
Thank you for playing it! Yeah my game is definitely all about challenge and everything that is going against good game design.
Cool looking and rather playable game (albeit frustrating), but one of the later levels (falling bridge above the "lava") seems impossible to beat because the blocks are a bit too low :<. Also, the levels with falling blocks are a bit too cheesy because they fall too fast for the player to notice them and the player dies before they can react properly :<
I think it is possible but really hard. This is my first game jam so i decided to go basically against everything that i know about game design.
Interesting idea, but it's hard to overcome years of platforming habits and not do little tiny adjustments that cost several control points! I played up until the walls were killing me off before stopping.
I found a few bugs with the way it counts control inputs. Sometimes it didn't seem to count an input if already travelling left and you pressed down. Seemed inconsistent to me, anyway.
I love how quickly it restarts after failing. No waiting at all, just right back into the action.
Thanks! Well originally the counter worked perfectly but a lot of times the levels turned so unfair that it was way too much for even me so i decided to make it like this. But it was pretty late in development so it can be kind of buggy.