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The concept works really well.  It's a neat gameplay mechanic because you have to choose between being certain of where you're going and not running out of gold.  It does seem like there could be some things done to make the game more clear -- when you push an arrow key, there should be some visual or audio cue of some kind to show that you actually did it, the spike squares should maybe be more clear, there are levers on the wall that seem interactable but aren't, and it seemed like at one point my controls got reversed for a bit and I wasn't sure why.  Also, was the room with the big chest the end of the game?  I got a bunch of gold but the staircase wouldn't take me anywhere.

Anyway, like I said, the concept at it's core is actually really clever.  Great job!

Thanks for checking out the game! As with most jams, a few of the ideas you shared just didn't make it in unfortunately, but the feedback it still great. It's good to be queued in on the things that didn't fit so they could be priotitized better in future jams.

Regarding two of your comments more specifically the lever sprites were supposed to be torches as the sprite pack I used didn't have a toch specific, so I used the lever in the "up" position as a substitute. Sorry for any confusion! Second, the controls messing about was actually the "out of control" mechanic to fit with the jam's theme. While the concept of "adventurer is out of control" was thought of during brainstorming, the execution was not done very clearly. Basically, at half health, the movements become random. Yeah, really was not the best idea lol. A different idea I had but didn't have the time to figure out was to have him react to treasure and run straight for it, potentially into traps, but unfortunately that better idea didn't make it into the build on time.

Probably a longer reply than needed haha. Thanks again for playing the game and for your feedback! Every comment helps me toward being a better designer/developer!