The core mechanic is one of the best in the jam. An item that helps you score AND punishes you for using it creates constant tension, the "do I grab one more or stop" question, which is exactly the dilemma a high score game needs. And in a jam about publishers killing games, greed having a cost is a pretty pointed piece of theming.
The GREED bar is huge, hot pink and sits right in the middle of the HUD. You can't ignore it. That's a great call, the most important resource being the most visible thing on screen. The island looks good in PICO-8 too, salmon sand, palm trees, rocks, dark holes and gold coins scattered around, all readable at 128x128. Three hearts, a COINS counter with a multiplier, and the little purple and white ghosts as enemies round it out. And the cart actually runs, which sounds like a low bar but I've hit a few in this jam that don't.
Two things. The HUD (SCORE / GREED / COINS) is drawn over the middle of the play area rather than in its own band, and since the text is yellow over salmon sand it blends into the scenery and covers what's happening there. A dark strip behind it would fix both problems at once.
And I didn't find the compass or work out how to activate it in the first few minutes, so I read about the greed dilemma on your page but never felt it while playing. Which is a shame, because that's the whole game. My score ended at 1, partly because the coins are spread far apart and walking between them is slow. Signposting the compass early would land the idea much harder.