Greed for Gems by mortus

[raw]
made by mortus for LD29 (COMPO)
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
==================

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.

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

Feedback

matthias_zarzecki
28. Apr 2014 · 07:25 UTC
Neat! Love the visuals
Kimba
28. Apr 2014 · 09:57 UTC
Nice graphics
indigofiz
28. Apr 2014 · 10:03 UTC
The visuals are really good. Completely lost on what the goal of the game is about though, but the game mechanics are solid.
rincewind_cz
28. Apr 2014 · 10:06 UTC
Really nice and polished graphics and gameplay! Wow. I died a lot first.. I definitely have to try this in coop mode. Good job!
gikdew
28. Apr 2014 · 10:40 UTC
Omg,I'm having a lighting-orgasm, you know, the visuals are awesome, you did a great work!
Oddly Shaped Pixels
28. Apr 2014 · 11:01 UTC
Impressive graphics and great work on the animations!
I couldn't do much since my keyboard doesnt have a page down key but I enjoyed wandering those dark caves!
🎤 mortus
28. Apr 2014 · 12:37 UTC
Thanks for the feedback! I've added possibility to remap controls. I guess it could qualify as a 'porting' change, but to be safe please consider it a post-compo version for voting purposes.
Doubstract
28. Apr 2014 · 13:31 UTC
Amazing, i cant believe you did this in 48 hours O_O
Split82
28. Apr 2014 · 13:50 UTC
Excelent graphics.
Oddly Shaped Pixels
28. Apr 2014 · 16:03 UTC
Thanks for the updated remapped controls! Now I was able to enjoy it fully and rated it better :)
Zyper
28. Apr 2014 · 16:33 UTC
Thank you for two players mode!
Also very nice graphics. :)
Gins
28. Apr 2014 · 16:53 UTC
Impressive 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.
Roman Kornev
28. Apr 2014 · 17:20 UTC
Love the artstyle and audio. Very polished.
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.
🎤 mortus
28. Apr 2014 · 17:58 UTC
Yeah, crafting and better object placement / gem collection features were two highest priorities when I finished and happened to be just across the time limit. Ladders are cheap though, so you don't spend that much on returning back (1 red gem buys you 10 ladders).

Thank your for your feedback everyone!
pawegio
28. Apr 2014 · 20:58 UTC
Perfect design!
rnlf
29. Apr 2014 · 08:42 UTC
Really cool lighting and visuals in general. Really hard game. I liked it a lot though, I just seem to suck at it :-(
Hypnohustla
29. Apr 2014 · 09:07 UTC
Great graphics. The sounds were great, it made the miner feel really creepy. :D Great job for 48 hours!
udvaritibor
29. Apr 2014 · 10:36 UTC
It's really really pretty. I love it.
martinysa0311
29. Apr 2014 · 10:36 UTC
the underground ambience I like so much
greysphere
29. Apr 2014 · 10:40 UTC
Gorgeous aesthetic! Collection was a little difficult for me, maybe simply passing over a gem could auto collect?
eufrik
29. Apr 2014 · 11:21 UTC
Nice graphics and controls are good. :)
flavio
29. Apr 2014 · 11:28 UTC
Woooooow ! I just love it, I am addicted ! I should go and rate other games but this one is way to cool. Amazing job. Bravo.

Note : I had to use the post compo to change the controls.
ZeppelinCaptain
29. Apr 2014 · 15:07 UTC
Excellent graphics and nice lighting system. Could have done with some music.

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.
Thorig
29. Apr 2014 · 15:33 UTC
Fun game and the visuals are great.
🎤 mortus
29. Apr 2014 · 16:30 UTC
@ZeppelinCaptain
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.
NoorStudios
29. Apr 2014 · 20:55 UTC
Fun game once I figured out how to play, good job! You should defiantly take this beyond the competition.
KunoNoOni
30. Apr 2014 · 03:09 UTC
Can't say enough about the visuals. good gameplay too!
Dreii
30. Apr 2014 · 03:54 UTC
The graphics and sound are great but WHAT DO I DO, WHERE TO I GO?
zkenshin
30. Apr 2014 · 20:29 UTC
Nice and clean art style. Good job!
jorgemoag
01. May 2014 · 00:25 UTC
It is a very immersive experience. The lights are awesome
TobiasW
01. May 2014 · 01:20 UTC
The good parts first! The art is lovely (the beard flying when the dwarf jumps is just adorable). The lighting is awesome and the GUI looks good too. The sfx works really and fit the character. The random generation (I assume it is randomly generated?) produces really interesting results. And the gameplay is pretty solid and would probably be fun, but...

...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 :)
🎤 mortus
01. May 2014 · 11:07 UTC
@TobiasW
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!
Ken Ichi
01. May 2014 · 20:37 UTC
Great game =]
BadgerPriest
03. May 2014 · 11:34 UTC
The visuals are amazing, but I can't figure out how to get money and not run out of ladders.
petey123567
04. May 2014 · 07:31 UTC
Awesome awesome awesome art and mood. Sometimes became lost when the screen changed, because the in-doors are often in shadow :\
Candyhandy
05. May 2014 · 17:31 UTC
Amazingly polished game. I'm stupefied with what you did in 48 hours.
woodenrabbit
07. May 2014 · 21:48 UTC
The game was really fun! I wish had a buddy to play to play with me because I'm sure it would have been great. Its impressive how much you got done in 48 hours.

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!
conormn
07. May 2014 · 23:25 UTC
Love the style and two player mechanics. Really great work!!
jsmars
08. May 2014 · 06:05 UTC
Really nice entry! Good graphics sounds and overall quality of the game! A bit difficult in resources when you die.
rojo
09. May 2014 · 16:55 UTC
Fun concept. The game looked really nice. The background music was really quiet, though. Also the single player controls weren't terribly well laid out.
bwpdsigns
09. May 2014 · 17:02 UTC
Love the graphics, got stuck a lot, but the game looks great.
ndebruyn
09. May 2014 · 18:12 UTC
Very very very nice.
csanyk
10. May 2014 · 05:31 UTC
This was really cool. I played as 1P, and could only carry torches OR ladders... so I had to keep dying and returning with what I needed. This seemed like a design flaw until I realized that probably in a 2P game you could cooperate and get around a good bit better. I think there should be a way for the 1P version to allow you to carry both torches and ladders.
🎤 mortus
10. May 2014 · 06:54 UTC
@csanyk
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!
csanyk
10. May 2014 · 15:33 UTC
Thanks for the tip... I still think that the controls are very awkward. A better scheme for me would be to have a Torch button and a Ladder button. Switching with Pg Dn is not very intuitive, and depending on where that key is on your keyboard can be pretty awkward. (Of course remapping can help that...) I find that I try to collect gems and instead use a torch or a ladder too often.

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.
Teesquared
10. May 2014 · 17:35 UTC
Interesting idea. Cool lighting trick ... really adds to the mood. I thought it was difficult with a high frustration element. Random level generator could use some work.
🎤 mortus
10. May 2014 · 20:19 UTC
@csanyk
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.
gre
12. May 2014 · 17:45 UTC
Nice exploration and very cool graphics and sound.
JonathanG
13. May 2014 · 07:54 UTC
This looks very nice, and has a lot to it. I didn't realise until I read the comments that I could collect the red gems and buy things with them. Also I had a few problems with jumping, sometimes I would jump sideways but lose all momentum and just fall straight down, and sometimes when I landed it would just keep running in the same direction unless I interrupted by placing a torch.
TeamFlare
18. May 2014 · 18:47 UTC
very nice Game!