Count Down Dungeon
A hall of eight locked doors. Behind each one, a vault with a single chest in it. The lock and the chest want the same thing from you, and it is the only thing you ever do in this game:
Press [E] at the exact moment a countdown you cannot see reaches zero.
How a countdown works
Stand at a door or a chest and press [E].
It counts 5 · 4 · 3 — on screen, in colour, with a drum rising in pitch under each beat.
Then 2 · 1 · 0 happen in complete silence. No number, no sound, no tell. Just the room, and your own sense of how long a beat lasts.
Press [E] when you believe it hit zero. The game measures the gap in milliseconds and tells you exactly how far off you were, and in which direction — that number is the only thing you get to learn from, so read it.
The silence is not a missing feature. The silence is the game.
The doors
Eight doors, four difficulty tiers, two doors each. The torch burning above every door is lit in that door's tier colour — mint is the forgiving end (±600 ms), azure and violet in between, gold is ±60 ms — so you can read the whole corridor at a glance and decide where to spend your nerve before you touch anything.
Three tries per door. Miss all three and the lock seals for good. The vault behind it, and whatever was in the chest, is out of the run.
The chests
Each vault holds one chest, at the difficulty of the door you walked through — and each tier wears a different chest, so you know what you are standing in front of before you press anything.
Your deviation picks the tier: SMALL WIN → WIN → BIG WIN → MEGA WIN → ULTRA WIN → JACKPOT, paid out in a shower of coins that come rolling to you. Land it dead on and the room turns gold.
Which door you picked decides what those tiers are worth. A JACKPOT behind an easy door is 35,000 gold. Behind the hardest door it is 800,000 — for a window a quarter as wide.
Miss the chest entirely and it costs you 400 gold. Either way, a chest opens exactly once: walk back into a vault you have already emptied and the lid is already up.
Getting out
The exit is behind where you start, and nothing in the level points at it. Walk back down the hall, past your own starting point, and you will find the bay.
You keep every coin you collected. You cannot come back in.
Controls
- W A S D — move
- Shift — run
- E — interact · confirm · press at zero
- Esc — pause (refused mid-countdown — no pausing your way to a perfect hit)
Made for GMTK Game Jam 2026 — theme "Count Down"
Built in four days in Godot 4.7.
- Art: POLYGON Simple Dungeons, Simple Fantasy, Simple Fantasy Interiors & Simple FX — Synty Studios
- Music & sound: Ovani Sound
- Engine: Godot
| Published | 3 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | T12RSim |
| Genre | Action |
| Tags | 3D, Dungeon Crawler, gmtk-2026, Godot, Low-poly, reaction, risk-reward, Score Attack, Singleplayer, timing |
| Content | No generative AI was used |



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