Coin Puzzles by Mika la Grand
In Coin Puzzles you play as a bag of coins. The amount of coins in the bag influences your movement and interaction with other objects. Like your movement speed and jump height for example. The amount of coins in the bag is indicated by the bar in the top left, this also represent your health. There are 6 levels and 6 extra levels.

Controls
Coin Puzzles was designed for a keyboard and mouse setup. In theory controllers are supported for the platforming, but not for the menu's. * Move using A/D or left/right arrow * Jump using W or up arrow or spacebar * Restart using R
Tips
These tips are also integrated into the level designs. * Collect coins to gain weight. * The heigher you jump, the more coins you loose upon landing. * Toggle buttons when you're almost full (80% or more). * Go up fan blowers when half full (50% or less). * Go down fan blowers when almost full (80% or more).

Credits
Mika la Grand - Code, Art, SFX, Music
First time I made art and music.
Some additional sounds
- https://freesound.org/people/abramovichalex/sounds/439221/
- https://freesound.org/people/Resinderate/sounds/340443/
Patches
- Decreased coins required to toggle buttons and go down fan blowers.
- A bunch of bug fixes.
- Added five additional extra levels (first extra level was present in jam build).
- All changes are detailed in the patchnotes on the itch pages.
Ratings
| Given | 90🗳️ | 90🗨️ |
very nice game overall
Probably just needed a few more hours for additional stages and content. However, it's not a bad foundation upon which to continue the project. Good job!
in real life is your best friend :p
@mika-la-grand sorry i didn't focus on the bag of coins
@very-dark-lord You are very dark, the jam build is available in the downloads on the itch pages (v1.0).
@chrissx2 The weight for 0-50% is the same, from 50-100% it linearly increases so that movement is reduced to half. Thanks for the suggestions, I will consider how to better visualise the weight of the bag.
@charlesschar Thanks for the feedback. Can you elaborate on the bugs that you encountered? (I know of the fading issues when there are bunch of things trying to fade)
The art and music were a bit basic, but that's fine for a first impression. Jumping and movement controls could be a little tighter and more responsive. That's all of my criticism. Good job guys!
An interesting idea. The mechanics work but the controls feel a bit funny. My #1 complaint would be that I never really knew how many coins there were in the health/currency bar, or how many coins I needed in order to press the button, so I completed the levels through a lot of trial and error rather than actual planning.
Also I found a way around level 6 without using the fan, just by jumping one platform to the right without taking any coins, then jumping back to the left while taking the coins. It was enough to press the button.
I won’t blame you for not finding a groundbreaking idea around the theme. It was one of the worst themes in the history of Ludum Dare.
@schizoid2k The button triggers when you enter it's trigger area, when you exit the area the button can be toggled again by entering the area. There should probably be some light on the button indicating when the button is checking for you and when you need to walk away and walk backover the button again.
@samh I created some new bugs in the post-jam version 1.1; but all bugs should now be fixed in version 1.2. The requirements are looser in the post-jam builds; buttons toggle when 80% or more), you can go up fan blowers when 50% or less, you can go down fan blowers when 80% or more. I'll have a look at the exploit for level 6, thanks for letting me know. I was hoping for the theme "side effects", because the current theme is quite similar to the previous one. It also results in a lot of games in which you use health to buy upgrades.
I just realised that it's not the button that doesn't work. It's the player that doesn't realise that they need to collect the coins in a certain order, because of the fall damage. I'll redesign the first level, maybe add another level before the first button level.
On a side note, it seems like the camera sometimes doesn't want to follow the player. Not sure if other people have had this problem, but I thought I'd bring it up.
I like how you ran with this idea, it turned out really well and you've got some pretty interesting puzzles in there. Yeah, just the non-extra end-level took me WAY too many tries lol
Perhaps the fans could move the player faster to keep up the pace of the game, it's frustrating to go through a level with a slow fan and then fail and be required to go through it again with no real obstacles.
Also in the first fan level I encountered a bug where the slow-scrolling camera glitched and started moving down while the player reached the top, and I had to wait for the camera to float back up. I wasn't able to replicate this again after that first time.