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A jam submission

A Golden Ring Worth of PenniesView game page

An ever-changing labyrinth, an assassin in search of a ring and hateful monsters...
Submitted by Falcon Nova — 11 hours, 32 minutes before the deadline
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A Golden Ring Worth of Pennies's itch.io page

Results

CriteriaRankScore*Raw Score
THEME#1022.1972.600
OVERALL#1082.7043.200
JUICE#1142.3662.800
FUN#1232.2822.700
PRESENTATION#1302.5353.000

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use any third-party assets or skeleton code?
I made everything during the jam

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Comments

Submitted

The effects are great, but some lighting wouldn't hurt. Fun game!

Submitted

Very fun and juciy however I was a bit confused on what to do at first but overall very good :)

Submitted

We can see a lot of work on the game. I like juice effect for dash, we understand immediately when we can use it or not. It could be nice to change particules color of ennemies when player hits them. Gameplay is good, but I think it's little hard :') 

(Dashing is everything !)

Submitted(+1)

Such a challenging game, the controller support is a nice touch too !

Submitted

This was genuinely engaging! I loved the different items and procedural level generation! How did you do that? The character design was also really cool and I loved that you had gamepad support and a second mechanically distinct character?? that's so overkill but was really epic to see

this could do with some polishing, especially in terms of enemy behavior because they are both very tanky and don't really communicate well when they're getting hit, and the explosion's aftershock / slowdown seemed to always just get me killed, but overall this was a surprising amount of fun and procedural content for a gamejam entry :3

Developer

Holy you actually beat the game and got the Bloodseeker skin? So cool, glad someone did it! Might have been overkill but overall it wasn't really hard nor time consuming to add in haha.

Yeah the enemies are quite tanky, I wanted the game to feel challenging, but perhaps they do have too much health. Do you have suggestions for how they could communicate when hit? The best I got in was a little particle explosion. As for the player's explosion, well 5x damage comes at a cost :p, and it's not meant to be the main damage dealer. There are some items that can mitigate the penalty though.

Thanks a lot for your feedback!

Submitted(+1)

You're welcome! The most basic form of hit feedback is just a bit of hitstun and flashing,

so when an enemy gets it, it temporarily slows down or gets stopped completely, and maybe even visually changes (with a sprite or by modulating the color to something brighter), until they get back up to speed. That also makes the attacks feel weightier because the enemies are physically affected by what you do to them, instead of having their internal health value decreased (which the player doesn't see)

Oh and btw, the bloodseeker was available from the start haha, I just navigated to the skin tab and could change that way, but it honestly felt way better that way (at least for a gamejam, where players are less likely to spend much time with your game!)

Developer

Makes a lot of sense! Took some notes for future updates. Also I checked the code and immediately knew why Bloodseeker was available from the start, but the game is more fun with that skin imo, so I guess it's a convenient coding mistake haha

Submitted(+1)

the gameplay needs a little polishing but the juicyness was good, the concept and overall i really like it

Submitted

Really liked the concept and the idea behind it goes really well with the theme, i wished i could have played more but the generation didn't let me keep going :( i had a lot of fun though

Submitted

It is barely possible to fisnish floor 1 because of generation. There is always a room with an enemy you can't reach.

Submitted(+1)

Really liked the sound and art for the game, the menu was being really wonky for me, unable to close certain tabs or navigate it smoothly.

The gameplay was fun and the dash being your attack is a cool concept.

Good entry!

Submitted

I want to know how to go to the next floor?I just died about 5 times and each time I found there was only dead end..

Developer

Beating all enemies on a floor spawns a ladder that lets you go to the next floor.

Submitted

OK thank you for answering.I'll try it later!

Submitted

I really like how "anime" this game feels like. Got to floor 21 then got caught in a trap inside a room full of swords. The desert boss was very Zelda-like, and I'm surprised at how long the game seems to be. My only issue is that it seems the main ability (dash) deals too little damage, so a lot of time is spent making the same yo-yo movement back and forth until the enemies die.

I was intrigued by the different floors/themes and kept going. Eventually I got a lot of HP regen and that relic to prevent stun when exploding, so I was exploding a lot and dashing to evade and recover. Enemies were still kinda tough but better. I found the bosses' hp fairer, and their movesets were cool. 

Just out of curiosity, how many floors are there?
Great work!

Developer

25! You were almost there! Also, if you found the enemies a bit tough, clearing the game once unlocks a game mode that lets you take in more damage, but gives a fair boost to attack and HP. Might have more fun playing in that mode, in any case, thanks a lot for the feedback and playing!