Hey, I saw bits of your development progress on the Discord! The game is really fun and I specially like the 2x mechanic. Dropping coins on purpose would be nice too, but perhaps they should be lost forever for balance, I don't know. Great game!
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Crypt of Greed's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #19 | 4.306 | 4.306 |
Theme/Limitation | #26 | 4.139 | 4.139 |
Overall | #27 | 3.894 | 3.894 |
Technical Implementation | #53 | 3.694 | 3.694 |
Fun/Design | #55 | 3.806 | 3.806 |
Music/Sound | #70 | 3.528 | 3.528 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game utilize the limitation and theme?
You go out and explore an underground room to collect a key and coins in every level, and then have to return them to an altar, and ultimately return to where you started to go to the next level.
What was your team size?
You worked alone
Which of the following content in your game is NOT 100% newly made for the jam?
Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)
Comments
Thanks! And that's a good point about balance. I think if and when I go back to this idea I need to massage around the mechanics to see what the most fun way to do it is without breaking the game. I had the thought of dropping the coins on purpose but then I felt like the two situations that comes from that are either they go away forever so really it's no different from taking a hit, or you can pick them back up but then you might be able to pick them up and move them near the goal to make getting a perfect on every level super easy. So idk I have stuff I'd already like to add so maybe the right choice will make itself clear then.
Good Game! I did think it was a little bit weird how the ghost thing looked when it went through the walls. It looked good mostly though, so good job!
This is an amazing game for sure! My favorite things about it:
1. Strategy
2. Graphics and especially the main character with his bag (would love to know how you made this, did you just draw multiple sprites for the bag?)
3. Satisfaction/Game feedback:
-Particles and sounds: Sweating and coin pickup
-Panic mode when your close to the altar with a ton of coins but the ghosts are sneaking up to you and you make it (actually it's quite fun even if you don't make it)
Thinks I'm going to complain about:
None
Thanks for the kind words! There's actually only one drawing of the bag. The way I made it is the bag is a separate game object from the player, then in the player movement script there are three spots the bag moves to based on which direction the player is facing, and every time you collect a coin the bag's scale increases and then returns to 1 once you deposit the coins.
Loved this game! The graphics were amazing, the characters were so cute and I loved the details in the environment, it was a very nice touch. I enjoyed how the character slowed down with each coin collected as it made sure that I didnt end up getting too greedy and too slow to run away from the adorable yet painful ghost enemy. Great game!
The game is great! When I started I thought "I'm not gonna get greedy" ..but then I got greedy! 😁
This is a really fantastic game! I love all the different mechanics. At first I didn't think becoming slower would be fun, but it really adds another strategic level to the game. Maybe giving the player the ability to drop coins could make it better. Even without that, everything fits together so well! Great Job!
Great game, really well done! I like the art style and the theme implementation. I'd maybe prefer if you didn't get weighed down so quickly, since you have to cover some distance, but it was fun nontheless!
Cool little title! Loved the art style, especially the player character!
I feel like cutting down the level size would have helped the game, the larger the level the more the slow down mechanic started to feel little frustrating where it was a super interesting balancing act in the areas where you could drop off the loot readily.
The art for this game looks super cute! One comment I have about the gameplay though is that I'm not sure why the key doesn't double the coins you got before (which means you're incentivized to get the key first). Also, the first time I got like 12 items and started sweating I thought it was the character panting because I kept running around-- it took me a second to realize it was me being over encumbered LMAO
Aside from that, I liked the game!
The art is so cool that bob ross would like it. The sound design is good as well, but I found the gameplay loop to be frustrating. This is not because of the way you did things or implementation, but because of the main idea. Usually I don't like getting slower or being chased, without being able to do anything about it. But this is just because I am like this, the game could be fun though.
You asked for it.
I found myself dying whenever I didn't grab the key first.
Because coins pre-key are worth 1, if you don't go for the key first, then you have to spend more time with a faster ghost, increasing your chances of losing. So you're effectively encouraged to ignore the coins first, make a pass of the level and grab the key first. And that would be fine, IF some of your hallways were built so tight that you are forced to pick up coins if you go down them, which takes player choice out of the equation and forces them to pick up coins despite how they want to play.
So basically, you're rewarding players for going through a faster version of the game, and then punishing them because they thought a hallway was wide enough to slip by without picking up a coin.
So basically, you have it backwards, the less profitable route is harder. So if people don't realize this, they're going to have a really hard time, despite their skill level.
On top of that, I got like..... 7? levels deep, and I spent forever running through the map trying to find a key that I just could not find. Is the game winnable?
(Otherwise though, I thoroughly enjoyed it, the levels and ghost speed are built well enough that each level felt like I was winning by the skin of my teeth, but if you wanted a reason why people think the game is too hard, the above reasons should do. lol)
Thanks for the feedback! If I had more time I would have liked to have tightened up the mechanics of the ghost speeding up a little more. Currently the speed caps out at a level that's slower than when the player is holding 3 coins so it's possible to get a perfect on every level, though some are harder than others. But I agree those mechanics need to be tightened a bit. I'm also curious which level you were stuck on, because every level is winnable, and there are 10 in total. Maybe adding some sort of map or compass to help the player find the key would be a good feature to add. I think overall giving the player more movement options would help greatly. (One of the things I had to drop was a lure to distract the ghost and a dodge roll the player could do if their load was light enough.) But thanks again for the feedback, it was really helpful!
I tried my hardest to find the key in that level, I'm not sure which one it is, but it's a large level.
I might just be blind, but I couldn't find it after a good 5-10 minutes of just running around the level.
Giving the player a compass, or map of the level would be a huge help in letting them plan their route. And a dodge roll would be all you'd need I think to give the player that edge to escape the ghost in a tight space. The biggest thing imo was the hallways that weren't big enough to get through without picking up the coins, they were basically a game over if the ghost was behind you, forcing you down the hall.
Love the art and music! I couldn't get past the second level cause the ghost was so fast at the end and i was always 1 coin short.. Movement also felt like it slowed down every time i changed the direction, not as in complete opposite direction, but if i went from pressing A to AW, it slowed down. With a bit more polish and maybe little easier difficulty i think it'd be a great game!
I really liked this one :)
the music is great and the art is really good :)
the mechanics need to be a little more polished, like a way to get back your speed by dropping coins or slowing down the ghost by tossing a coin to him to distract him would be great :)
in short I liked it :)
PS : I hope you will like mine ^^
Well this was a very good interpretation for both themes! :D It was a dangerous take on the themes but it ends up working pretty well, I would have wanted a bit more dynamism on the movement, the character feels a bit sloppy I think!
I really liked the art, music and theme + the bag size changing with time and a bit of FF9 theater feel.
Very good job overall!
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