Fantastic sound effects. I didn’t understand what “snap the cats” meant but the variety in games was great and inventive.
tail panda
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I wish I could give more stars for enjoyment. I love maps and typing so of course this was perfect. For me, the typing difficulty was great: on hard the street names were very doable but challenging since they didn’t follow regular English-language patterns (ie yewworthwic) but since they’re longer on the higher difficulties the names were frequently obscured by my units. If I remembered the street it was a fun Memory Moment, otherwise I either guessed (“-ew is probably yew”) or moved the unit if it was free. I wonder if inability to clear queue is an intentional balance choice or just an omission for time.
Please consider continuing to work on this after the jam (if you want to/are able to, etc etc). I would spend hours playing.
The dialogue noises for each character are spot-on for their portraits, and they’re all designed so well–amazing art. I loved the four main bosses (as soon as I said “I hope there’s no subtraction”…) but had a lot of trouble with the final one and didn’t complete it. He kept telling me I was shooting too early, but I shot on sevens every time; is he watching a specific counter that I should be watching too?
Lives up to its name. Very nicely polished, the wiggly dialogue portraits are cool and the dialogue itself is funny. I will send this to my Factorio-addicted friend and see what comes of it.
I got behind on upgrades and my main island filled with boxes, so alongside the goblin furnace and presses it was mostly left-mouse-button gameplay which got old after a few minutes.
I really like the concept that the Count needs help remembering how to count, and the memory game aspect of it for the player is great ✨ludonarrative harmony✨ but I mostly played in free play since I don’t understand the backpack minigame at all. The art is awesome and I love the copyright-safe “ah ah ah”s as he’s counting.
I felt like running around the floors frantically meant I couldn’t enjoy the funny dialogue but I suppose that’s the point. Different paintings for elevator floors would be helpful, or at least numbers on the wall. Fun game and I like the concept of a countdown within a countdown (like bomb timer inside a time loop). I especially love the Bossman portrait with the fingerguns.
I Love the artwork for all the objects. I had trouble getting to 500 but enjoyed the fridge-tray-organizing gameplay. Very cozy indeed.
Sometimes the tooltips were wrong (so I didn’t know the effects/combos of items) and placements were confusing since the art doesn’t seem to fit on the grid exactly.
This is my favorite game I’ve played so far—during brainstorming we were all joking about “Count Down Count Count Down Count Down” so I was happy to see a title like that. The puzzles were great–I skipped a couple after ending right above the staircase a few times in a row (I think I fell for the trap) but I really appreciated the complexity (and the skip button).
On floor 1 I think the rightmost sandtimer in the upper pair is supposed to be a reverse timer—it has the up-timer effect but the pickup sprite is a down timer. Laughed out loud at the ending.
Beautiful, the posterized grass is very nice. I felt like I couldn’t get sheep in very well because they moved about as fast as I did and I couldn’t redirect them, but it makes sense for the style of the game. I see the sheep flock behavior and different area effectors in action, but disappointed to see AI use in the custom engine.


