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IdleCoin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall polish | #565 | 2.032 | 2.429 |
Creative use of art assets | #607 | 2.151 | 2.571 |
Overall | #621 | 2.032 | 2.429 |
Engagement | #633 | 1.912 | 2.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I didn't get it... I agree with the shopkeeper, the controls are not very good x)
Then I discovered how to gain coins without doing anything, but nothing new happened. Just numbers going up. Without any clear change in the game and any clear goal in sight, I just stopped playing...
It might be me, I'm not a big fan of idle games, but I think your game could be better at explaining itself to the player.
I managed to get up to 1,000,000 coins I would stress in the dialogue or tutorial that you need to stop moving if you want passive generation to kick in. That being said the idea of collecting vases to boost income is a fun one :)
Oh, needing to stop moving to generate passive generation is a bug, sorry about that.
I liked the idea - a platformer that quietly suggests you treat it as an idle-game. This also meant you could be quite tongue-in-cheek when saying your own game had 'controls that suck', which was a funny moment. As with jam games, the things I'd want to see done would all involve more time, but the main one was having an end goal visible (say 100 coins) and the idle-coin area being harder to find - maybe through a tricky set of jumps where there are no coins visible so that people don't general go that way. That way you might get more of a sense of 'Ah-hah!' when you realise you can buy the mouse and sword :)
Thanks for the feedback! Cool idea about harder coins. I ran out of time, but I would like to have animated the blue mouse as an NPC running around collecting coins on your behalf. It would be interesting to switch back and forth between platformer and Idle game. I think your 100 coin goal is a good idea. I was thinking after a certain threshold, that could reveal a door to the next level.
Controls were a bit too floaty, and the mouse didnt seem to do anything.
Definately hate my controls. I'd love to spend a few hours working on that.