Killing Count Time by NiKaDra

Count Time lives in a faraway castle. He wants to destroy the world. You must stop him.
Notes:
The download labeled "New, fixed" is the one that should be played as it is extensively bugfixed:
- Sound no longer duplicates on death.
- The volume of some of the sounds in the game has been decreased.
- A missing collider has been added.
- Boss health has been decreased.
- Boss can no longer attack during cutscene.
"Old, original" was the original submission within the 48 hour period and stays up for the sake of honesty, and "Old, version 2" was finished within the submission hour, and fixed some fatal bugs which made the original unable to be finished.
The weapon in slot [2] is unusable, as it was not able to be implemented.
| Youtube | https://nikadra.itch.io/killing-count-time |
| Youtube | https://nikadra.itch.io/killing-count-time |
| Original URL | https://ldjam.com/events/ludum-dare/47/killing-count-time |
Ratings
| Given | 18🗳️ | 7🗨️ |
@terabyte I agree fully, after playing through it again I've realized just how loud the sound actually is. It gets annoying fairly quick. I've adjusted the volume of the background sounds in the new version to levels that hopefully don't get in the way of enjoying the game. I'm happy you enjoyed the atmosphere though, thanks for playing!
@lu7cie The audio problem should be gone in the new version, thank you for bringing it to light. A map is definitely a good idea, it's easy to overlook the difficulty in finding your way around when you're exploring an environment that you've created yourself. I may have overexaggerated the difficulty of the boss as well. My main issue here was that it felt to easy to beat with lower health, since the player can easily spam the crossbow without repercussion. Thank you for playing though! I'm glad that the mood was nice and that you enjoyed firing the arrows. It can be difficult to make a satisfying attacking mechanic, so I'm happy to hear you liked it!
A little thing : there's a missing collider if you go right than up, the right wall isn't solid so you can go through it and out of bound, it doesn't do anything as you can't enter anything from it but it's a little weird.
one feedback i have for story telling is that it felt kind of arbitrary that you just play through it twice, and that somehow stops the Count's time magic. i felt like there should have been something you do different the second time round, and i thought the clock in the front of the castle could have something to do with it, like maybe if you destroy the clock, then you're able to beat him once and for all, and his time magic fails.
i think the clock in the loading screen is my favorite part, its very beautifully painted, and i love the infinity symbol with the glow constantly moving through it.
(Spoiler alert)
As you expected, the time magic has to fail in order for you to get out of the loop. It's a bit of a stretch, but I hoped the player would realize that the clock in the entrance is the key to winning. When you reach Count Time, he exclaims how you "didn't even manage to kill all my guards." If you kill all of the enemies in your next loop, you'll obtain a special arrow, which can destroy the clock. If you do so, and kill the Count, you win. You can actually see this in the playthrough video, but I understand that it's easy to miss.
Overall, I really wish that I could have given some more clues as to how to beat the game. I think I overdid the difficulty as well, since finding all of the enemies and killing them obviously is much more difficult if you aren't the one who placed them. Thanks for playing and rating though! :smiley:
But then at the same time it was a compo game, and I think you did a pretty good job of completing the game and making it into it's current state. I still liked it a lot. Especially the atmosphere, it was really really good. Though as of writing, I haven't finished the game yet. But I will hopefully try to finish it soon. The atmosphere and the art makes the game really nostalgic.