Greed for Gems by mortus
Single player or Hotseat for 2 players!
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POST-COMPO
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Try the post-compo version! It has underground shops and you can see the map by pressing Space.
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Controls remapping
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I've added a version with controls remapper as a POST-COMPO version. Please try it if you don't have specific keys available. NO OTHER CHANGES HAVE BEEN MADE.
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INSTRUCTIONS
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Collect gems for money, buy torches and ladders at the surface. Your goal is to collect all Megagems in the world!
If you're stuck - press R - it kills both players instantly.
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ABOUT HOTSEAT
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You can play in 2 players mode. In that mode first player can only build torches and second player can only build ladders.
You should not part, when one player leaves the screen, his controls are blocked until second player follows him.
If one player is dead you can go back to the surface to fetch him.
==========
POST-COMPO
==========
Try the post-compo version! It has underground shops and you can see the map by pressing Space.
==================
Controls remapping
==================
I've added a version with controls remapper as a POST-COMPO version. Please try it if you don't have specific keys available. NO OTHER CHANGES HAVE BEEN MADE.
============
INSTRUCTIONS
============
Collect gems for money, buy torches and ladders at the surface. Your goal is to collect all Megagems in the world!
If you're stuck - press R - it kills both players instantly.
=============
ABOUT HOTSEAT
=============
You can play in 2 players mode. In that mode first player can only build torches and second player can only build ladders.
You should not part, when one player leaves the screen, his controls are blocked until second player follows him.
If one player is dead you can go back to the surface to fetch him.
| Web (remappable controls, post-compo) (flash) | http://sites.google.com/site/mortusld29/greed-for-gems-remappable |
| Web (flash) | http://sites.google.com/site/mortusld29/ |
| Web mirror (Kongregate) | http://www.kongregate.com/games/WDLD/greed-for-gems |
| Source | http://sites.google.com/site/mortusld29/LD29Upload.rar |
| Post-compo | http://sites.google.com/site/mortusld29/greed-for-gems-post-compo |
| Original URL | https://ludumdare.com/compo/ludum-dare-29/?action=preview&uid=20884 |
Ratings
| Coolness | 100% | 1 |
| Overall | 3.42 | 328 |
| Audio | 3.06 | 361 |
| Fun | 3.03 | 540 |
| Graphics | 4.45 | 20 |
| Humor | 2.68 | 395 |
| Innovation | 3.08 | 544 |
| Mood | 3.57 | 163 |
| Theme | 3.67 | 204 |
I couldn't do much since my keyboard doesnt have a page down key but I enjoyed wandering those dark caves!
Also very nice graphics. :)
I couldn't really get into it (darkness in an exploration game isn't really my thing), but I have a feeling that many will like this.
Didn't get the economy thing though. The game punishes you for dying so you have to try to safely go back. But then you waste all of your ladders and won't have money to buy more stuff. You should get the ability to craft ladders/torches and receive more money from gems.
The gems are sometimes hard to get and pressing the button to collect them is annoying sometimes. Bats could die in 1 hit as well.
Other than that - Good job.
Thank your for your feedback everyone!
Note : I had to use the post compo to change the controls.
The gameplay was completely ruined by the fact that you had to press a button to collect the gems. I was not able to pick up the megagems when I got to them, no matter how much I tried, and it left me frustrated (maybe that would even classify as a win condition bug?). Such a shame, since the rest of the game was shaping up to be a lot of fun! Good job all in all.
Ah, I believe the problem with Megagems is that you can haul only one at a time and must return it to the surface before taking another one. It is intentional but I wouldn't have done it that way again of course. For some reason (must be fatigue) it didn't struck me right when I did that feature that it's a bad thing. Especially seeing how Megagems spawn in clusters mostly (they always spawn in 15th room from surface) and you're forced to make few similar runs just to collect one cluster.
@everyone
I greatly appreciate your feedback! Thank you all! In fact I'm pretty serious about expanding this prototype, shifting the mechanics a bit and making it to a full game eventually.
...the economy and the feedback loops are so punishing. Please correct me if I'm wrong, I've got the impression that when you die:
- You lose half of your equipment
- You lose half of your money
- All gems collected are still gone
So when you die, you have less resources and less resources are available in the world, which will make you more likely to die and less likely to succeed - a pretty negative feedback loop. Considering that you need ladders to reach most gems, it's really really easy for a beginner (like myself) to get into a situation where you can't do anything anymore and you have to restart the whole game to get a new map. This might not have been a problem if the game wasn't so slow at the same time.
The controls could've been easier too. Instead of having:
- One button switching what do build
- One button build, buy, collect
- One button attack
...this would've been much easier (less doing the wrong thing by accident, less keystrokes in total):
- One button building latters
- One button building torches
- One button attack, buy
- Gems are automatically collected
I'm sorry if my criticism sounds harsh! I don't blame you, it's super easy to lose track of difficulty in such a short timeframe. I fell for a similar trap with my game and you did a lot more there than me in 48 hours. But since I've read that you wanted to do expand this prototype, I thought it would be only fair if I tell you my unfiltered thoughts about it :)
Thank you very much for a detailed feedback!
I've made a few mistakes on the economy part, that's true. But as you probably know, it's hard to balance a game difficulty when you've played it yourself from the beginning of its development, especially early game difficulty. You need play testers for that, and that's something you don't have time for during LD usually.
I was aware, of course, of the situation where you could end up being unable to do anything but restart the whole game. I didn't have the time to fix it the right way and since it NEVER happened to me, not even once, during my test plays, I figured that it's something I can ignore for now. Guess I was wrong.
Concerning the controls. Initial plan was to have more buildable items instead of just ladders and torches, so switcher-button was necessary. And even with 3 more or less equally often used buttons (attack, build ladder, build torch) I believe it's sometimes easy to be confused and press wrong buttons sometimes. I will think about it for a bigger game, of course.
I really appreciate your constructive criticism, thanks! :D
@everyone else:
Thanks for the feedback! I will play, rate and comment all your games in a few days!
The exploring was fun and the graphics looked great. And I didn't feel any repetition in the room layouts, I'm assuming it was procedurally generated.
Well done!
Glad you liked it. You can select what to build by pressing Page Down key (remappable in post-compo), so you can build anything in 1 player mode and change the current instrument easily. Sorry that you've missed that.
@everyone else:
Thanks for the feedback! I will play, rate and comment all your games in a few days!
Also, how am I supposed to deal with bats? They hurt me, but I can't run away or dodge them easily, and I can't find a way to kill them.
I agree that controls are awkward, I have a instrument switch button because more instruments were planned initially and 1 player controls are strange because I planned for 2 players from the beginning and didn't make different controls for the first player in 1p and 2p mode under the stress of compo.
You can attack bats with > button (default), that's another strange and far-from-perfect key choice I've made.
@Teesquared
Thank you for the feedback. Could you please elaborate on what exactly you didn't like about the level generator? I'm working on extended version right now and I've improved it a little, but principles didn't change too much. I would like to know in what direction people think I should be moving. Thanks.