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Return the Loot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4047 | 2.321 | 2.321 |
Creativity | #4414 | 2.548 | 2.548 |
Overall | #4493 | 2.337 | 2.337 |
Presentation | #4951 | 2.143 | 2.143 |
Ranked from 84 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
An adventurer seeks to give back, not to take, and achieve an inner balance in place of external riches.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Nice game idea! good job
Calming but also surprisingly challenging experience, thank you!
Really enjoyed the concept and the double jump was a nice touch. Found myself doing more maths than I thought I needed which was actually part of the fun. Overall great job, hopefully you can expand after the jam with more levels and even higher difficulty and features!
Thanks for the encouragement. I'm already revising and expanding the game, using a lot of the suggestions from the feedback of the jam community.
This was fun, although I'm not sure what determines how much loot I drop when I take damage.
Right now, the value of the returned loot is random. I toyed with the idea of having an inventory of specific items the player needs to return and letting the player decided which to return when. But that would change the nature of the game a lot.
I actually really liked the platforming, the double jump felt really good. I think the audio felt a little weird / condensed, and the gameplay was normal platforming, but it was done well. Good job!
Overall a well made and enjoyable game, though the controls didn't feel as responsive as I would've liked.
Thanks for playing! The controls/ mechanics are on my long list of things to improve.
Idea is good, but the execution isn't great. Platformer mechanics feel clunky, and the objective was unclear initially
Yes, I am tightening up the platformer mechanics. I plan to incorporate some play tips that may help clarify the objective. Thanks for the comment.
It's a fine concept, but I'm not really convinced with the execution...
The gameplay/goal is pretty easy to understand after a lever or two, but it lacks two vital infos on the interface:
Apart from that, I feel like the idea has potential if done a bit differently, since the gameplay here is very repetitive from level to level.
Still, good job for the short time limit! =)
The core mechanic is interesting.
Making the loot not respawn might have granted more depth.
I like the concept! Also, maybe make the levels actual stages of some sort? Currently the only reason something seemed to be a stage, was because the screen changed, but since the score and stuff carried over, it didn't really feel like a level as much. I had no clue whether it had any influence on how well I was doing overall, whether I was supposed to have zero at the end of the game or between levels. I also didn't really like the floatiness as others have pointed out. However, good work otherwise, especially for a one-man project!
I see your point about the "levels." I suppose I don't have to call them that, or anything, but wanted to give the player some sense of progress. And how far they had to go. The only score that matters is the one at the end. Thanks for playing and leaving a comment!
Nice game. Would be nice if it was clearer which items gave what score, but I like the idea.
Think it'd be nice if the player was a bit less floaty
Yeah, I only intended the game to be floaty in the Easy mode. I know how to fix that, and then it's a matter of testing.
Great idea, a bit of rough execution. At certain points I glitched through the floor and the jump felt a bit akward and floaty.
Thanks for the feedback.
Cool idea!
Great idea! The puzzle aspect of it was fun, but once I'd reached 0 points I could simply stand on the orbs and wait for the loot to appear and pick it up to just nullify it.
As others have pointed out, the execution could be improved upon. Something I struggled with a couple of times in the beginning was when I reached for the door and went a bit too much to the right and fell out of the screen bounds.
Also I personally felt the text explaining the lore was a bit too long. I feel if you made it more interactive/ part of the game, it could really improve upon the setting.
Also one thing I kept thinking while playing was "what level am I on" after the text showing the level disappeared. Perhaps leave that in?
Also one last thing: I think it'd improve the experience if the door didn't only trigger "OnEnter", but also if you're already standing in it when it unlocks.
All in all it was fun to play!
Thanks for this very detailed comment! It will be helpful in refining the game!
The concept of this game is quite nice but I think the execution of this game could be improved.
I was surprised to see the level's collectibles randomly generated each time! While the jump feels a bit floaty and uninteresting, I like the simple idea and the story behind it :). I wonder what the game would be like if it focused more on the puzzle aspect. Good job on the entry!
Thanks for your comment. It's perceptive because I am interested in developing the puzzle aspect. As for the floaty jumps, I am not great at playing platformers, and I was the only play tester!
like the idea but the execution is a bit rough. keep on improving!
The mechanics are a bit hard to understand at first but I like the concept of the game :)
nice idea returning loot it was a bit confusing at first because the door to the next level is sometimes a bit buggy