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(1 edit) (+1)

Really disorienting visuals lol, even after getting a handle on the controls it's still pretty motion sickness-inducing every time you hit a wall.

I loved the voice acting story, though I wish there were subtitles. I was a little confused because I thought the game would be destroying all the barrels of gunpowder before the stock market closes (for the insurance money or something) but I guess the goal is to just escape the mansion.

I got soft-locked on the interdimensional travel section, I got the checkpoint with only 15 seconds left to complete the game, so I couldn't progress to the next section...

The theme felt a little tacked on. Like the only indication gameplay-wise that the gun is a Count is the fact that you're inside a mansion. The stock market thing only comes into play after you lose a run, and the clock is counting up lol. I don't think counting the bullets was very relevant since it's best to just hold the mouse button down and shoot after every reload.

I loved the PSX-styled art. I wasn't too hot on the music, but I did like how the reloading & firing matched with the beat of the song!

(1 edit) (+1)

The camera can be a bit difficult to get into and unfortunately I didn't have time to fix the wall collision issues (or implement subtitles for that matter)

The fact that the time carries over seems to be a common issue. I wanted to keep the overall "3 minute countdown" intact which allowed me more freedom in the level design instead of having each level have its own fixed timer because particularly the second level is more difficult than the other two. If I had more time I would have made it more clear that the timer carries over and that, if you're on a bad split, you need to quit to the menu and restart but that speedrunning mindset doesn't seem to have come through.

I understand why the theme might feel tacked on, I iterated quite a bit before I landed on something I was happy with so the final product probably ended up a bit too far removed. The counting down of the bullets was also initially more important early on but just didn't work out the way I wanted to gameplay-wise so it got kind of left behind and I suppose putting the actual clock in the corner instead of a literal countdown might have been one abstraction too far.