there was something there, i did enjoy "dropping the counts" down while i was jumping over pits and stuff - that motion itself feels good and the gameplay loop itself felt decent, quickly get everything on the map and score it while avoiding the enemies, maybe it is just a few days away from being much more complete game
things i would have hoped you could get in before the jam endded
- there is no feedback for getting hit, if you're getting hit you gottttaa flash red or white or transparent or get knocked back and make a sound, shake the screen, something like that! i have to go check the sidebar to see if i got hit, the enemies don't feel as threatening as they are!
- the enemies spawn on top of you occasionally, this is unfortunate because it means that even if you play perfectly your highscore will eventually be stopped by RNG
- there's no real reason to pickup and toss down the counts besides high-scoring, which is fine on it's own- but in combination with the fact that the game is practically endless with perfect play, it lends itself to playing slow and safe forever, you never need to take a risk because there's no punishment or reward for not taking counts besides raw score - "i don't need to score any of the counts in this level, it's not worth the risk of damage, i'll just get score next time"
- i wish u could jump over the enemies
- i wish there were some indication of how much "counts" i was holding
the nitpicks and bugs which i don't expect to be all cleaned up by the end of the jam
- there's no indication that the holes where the cracks form are different - so it ends up feeling pretty buggy for a while because some holes you can jump over, some holes you can't, some holes let you throw the "counts" down but some don't, and until you realize that those two things are different it's confusing - maybe this isn't a bug and it's intentional and just not indicated, either way it would have been nice to have them distinct if their functions are distinct,
- enemy pathfinding goes in a straight line towards you , which means it is very very easy to avoid ever taking damage from them if they don't spawn next to you, stand on the other side of a hole and they never get you, (this does have the unintended side-effect of sometimes making the dropoff holes harder to safely go for, but it's not enough)
- the counts count themselves because they fall into the pits at the start of each level
- highscore game but it doesnt show your best score anywhere !!
idk i played it for a while, it's an alright little arcade highscore game, had fun despite the game fighting me a little, 1240 is as far as i could get! good games! 
Viewing post in Out with the Count jam comments
Omg, thanks a ton for playing the game that much and giving such detailed feedback!
A lot of what you’ve mentioned were things I wanted to add but got sidetracked because I tangled myself a bit in programming the floor change system as well as changing the premise from being more tile based and tactical to being arcadey. There was more planned to give it a goal other than scoring but I didn’t really have the time to get it in.
Some others I didn’t really think much about but in hindsight should be higher on my list of priorities next time I do a game jam (like making sure the player has more information and feedback about things like getting hit). Quite a few were the result of bugs in trying to get this done right before deadline; like not being able to jump over knights, enemy and count spawns not respecting player/cracked floor positions, the crack floor holes being different from normal holes.
Frankly a lot of this could’ve been solved by not only spending 2 days of a 4 day jam working on it, but that’s a note for me the next time I jam ;)
I am working on a post jam version of the game along with the others to get it up to snuff after the voting period is over so hopefully it’s a lot more interesting then!!
Again thanks for the thoughts, I really appreciate it :D