GREED by mmason

[raw]
made by mmason for LD 44 (COMPO)

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After dying while exploring an ancient ruin in pursuit of fabulous riches you awake in a strange place seemingly devoid of colour. Where are you? and what are you doing there? are you dead? It doesn't much matter, there are coins, fabulous coins everywhere in this place.

  • Move - WASD / Arrows / XBox Controller (maybe others, untested)
  • Jump - Space / (A)
  • Run - LShift / (X)

I tried to give the game a retro feel, almost all static images are drawn in 1 by 2 pixel size (to save memory of course) sprites are only given 4 frames per animation with one exception. I tried to keep the music simple (because I'm no composer)

The jump button also advances dialog

Ratings

Given 21🗳️ 25🗨️

Feedback

randdir
29. Apr 2019 · 14:33 UTC
Nice ambiance and nice graphics, but lil anger me after few minute. Yeah not a big fan of plateformer but nice. Keep it up your entry guys!
SoerenBachNielsen
29. Apr 2019 · 15:24 UTC
Super cool little platformer! I dig the art, very simplistic and the levels where fun too.
jsec
29. Apr 2019 · 15:25 UTC
Seems cool, but get bored fast.
Also would be nice to have some feedback on death (like short animation or still) not just instant restart, because sometimes its hard to know what happened
DigitalLimestone
29. Apr 2019 · 15:29 UTC
The arts nice and the music's good. Well Done!

I wonder if the jump is a little too slow, which makes it a little draggy.

Nice game!
KilledByAPixel
29. Apr 2019 · 16:04 UTC
I liked the visual aesthetic, going gray-scale was good choice. The gameplay was a little bit dated but otherwise serviceable, platforming mechanics worked well enough. Something very odd is going on with the framerate of the game, it was very choppy for me.

I made it to the end! The grim reaper gave me a bunch of coins, I don't know why.
EndSSGamesStudio
29. Apr 2019 · 16:09 UTC
wow!
great graphics!
nice music!
DrRozza
29. Apr 2019 · 16:09 UTC
Dude the music was great, really fitted the mood. So you ARE a composer!
🎤 mmason
29. Apr 2019 · 16:20 UTC
@killedbyapixel I have a feeling the frame rate wasn't choppy, it was probably because I was using pixel perfect and using rather large pixels which caused it to lock in to pixels.
repine
29. Apr 2019 · 17:04 UTC
Hey, I had a fun time playing this one! You had some good design, same with the art style! If I were to give some feedback, I would say that making the menu buttons and dialog boxes more suited to the art style would go a long way. Keep on makin' games!
🎤 mmason
29. Apr 2019 · 17:19 UTC
@repine thats something I had intended to do but ran out of time, plus I haven't really found a good way in unity to get the UI to also be pixel perfect, I'm sure its possible I just need to play around with it more
Von Vista
29. Apr 2019 · 17:26 UTC
Good game in general, great job in choosing the colors and creating a death-like-sad-like atmosphere. The music also adds to the said atmosphere.

I must admit, I have an embarrassing amount of time figuring out how to progress the dialogue box, a text to press space could work. The character also feels heavy in my opinion but it doesn't negate the controls of the game

But overall, graphics, music, atmosphere, and feel, you nailed it. Congrats!
🎤 mmason
29. Apr 2019 · 17:31 UTC
@von-vista That's the thing I meant to add just before submitting! I mean to write (Jump) at the bottom of the dialog box. I don't know if that qualifies as a bug fix though.
Caspercaper17
29. Apr 2019 · 18:11 UTC
That quote at the end made the game. The jump could've been a little more smooth. But damn, nice entry.
Codesity
29. Apr 2019 · 18:14 UTC
low pixelart, is always a point for my opinion ^^. Good Job!
But I lost like 5min for checking, how to skip the textbox :bed:
Jani Nykanen
29. Apr 2019 · 18:29 UTC
Nice visual style.
Lone_Wolf
29. Apr 2019 · 18:47 UTC
I sometimes got stuck when landing on the edge of a block. Other than that nice game. +1
neverautomatic
29. Apr 2019 · 19:11 UTC
Nice game. I found the length and difficulty perfect for ludum dare.
Kovakomes
30. Apr 2019 · 02:55 UTC
Good job introducing the mechanics as the game progress. :thumbsup:
30. Apr 2019 · 05:31 UTC
The platforming controls would need a little work, but good work all in all.
Dennis Jeong
30. Apr 2019 · 06:50 UTC
I think the difficulty was that you were using unity forces for the controls, so it felt really floaty, especially when landing.
pkenney
01. May 2019 · 18:59 UTC
I should have seen that coming, but I didn't! I did go back and play it the other way though, very clever.

I really liked the gritty lo-fi aesthetic, and I felt like the art, the music, and even the physics came together into a cohesive experience.

I don't think the controls here are trying to compete with super mario bros and that sort of thing. It feels more like the guy from Pitfall went to the underworld. In that regard, I felt like the preposterous horizontal air movement was fine, where in a more "normal" platformer game it would be a problem. The section where you have to run without jumping over that wide spike pit showed me you were self-aware about this, and then I was totally OK with it.

I agree with @repine that the font broke some of that cohesive thing, I don't think you needed anything fancy there, just a more old-school font. Maybe this one for example: https://fonts.google.com/specimen/Press+Start+2P

The plants were a cool mystery that left me wondering and experimenting, but not quite figuring it out (until the game pretty much told me directly at least).

Another element I found intriguing was the treatment of blind jumps. Usually these are a huge no-no in platformers, but here they were used in a more deliberate-feeling and interesting way. The game initially signaled the safety of blind jumps by the chains of lamps or the presence of coins. Later, it started to remove these little indicators that things were safe, and it left me feeling uneasy in a good way that fit with the overall vibe.

I don't know if I'm over-reading what you were up to there, but it doesn't really matter - I think I was pulled into the general vibe you were laying down here, and I dug it.

Nice work.
superpokeunicorn
01. May 2019 · 23:33 UTC
This game is pretty solid. I like the monochrome aesthetic, although the pixel art could use some work. I'd say the use of theme was a bit underwhelming, seeing as you basically just retextured the 1UPs to look like coins. I did appreciate that there were multiple paths through each level, allowing for a degree of exploration. Overall, I enjoyed playing this game. Nice work!
🎤 mmason
04. May 2019 · 16:34 UTC
@codesity yeah I 100% forgot to add that in

@lone-wolf you can glitch a little on blocks I think due to the mess of colliders I'm using. I wanted to try giving them different friction values so you slide on walls and stick to the ground.

@kovakomes I've learned from past LDS that people are unlikely to read every game page, you really need to introduce them and fair enough. the game should be fairly self contained.

@dennis-jeong you're correct about the controls, is that not how most people do it? do you have a game I could play that implements that to feel the difference?

@pkenney I'm really happy that someone played the whole thing through both ways. you're mostly not overthinking, a number of those things were intentional while a few weren't and are just happy coincidences

@superpokeunicorn you're correct about the theme, there's a little more going on with them but not too much. I intentionally kept things a bit simple this time to make sure I could get them done.