For The Love Of Money by KunoNoOni
This game is in the style of the all 80's arcade platformers. There are 5 levels you need to get through to win the game. Some of the levels you may find hard, I can let you know that every level is possible to beat, and patience can be your friend :grinning:.
NOTE: There are moving platforms in the game and your player will not just ride along. You need to keep moving or you will fall off the platform. This is not a bug, this was a design decision to give the game some difficulty.
~~Being hard does not make a game bad, there are plenty of triple A games out there that are excruciatingly much harder than this game is and you have to pay $60 for those! Mines free~~
Apparently I was wrong and my game isn't hard, well either that or I suck at my own game Hahahaha! :grinning:
NOTE2: How does my game connect with the theme? Easy... if you read the instructions you'll find out that the main character in the game loves money more than anything else in the world... so essentially money is your world, and that is * A Small World *
# Controls
WASD | Arrow Keys | Joystick to move
Space or A button to Jump
O to toggle options screen to raise/lower sound/music
ESC to exit the game
# Screenshots

# Download Links:
Source: https://github.com/KunoNoOni/ForTheLoveOfMoney
Windows x86: https://github.com/KunoNoOni/ForTheLoveOfMoney/blob/master/Builds/Windowsx86.rar
Windows x64: https://github.com/KunoNoOni/ForTheLoveOfMoney/blob/master/Builds/Windowsx64.rar
Mac: https://github.com/KunoNoOni/ForTheLoveOfMoney/blob/master/Builds/Mac.rar * You will need to "chmod +x Mac.app/Contents/MacOS/Mac" once you unrar the file to get it to run *
Linux: https://github.com/KunoNoOni/ForTheLoveOfMoney/blob/master/Builds/Linux.rar
Ratings
| Overall | 471th | 2.779⭐ | 79🧑⚖️ |
| Fun | 373th | 2.897⭐ | 80🧑⚖️ |
| Innovation | 538th | 1.74⭐ | 79🧑⚖️ |
| Theme | 542th | 1.75⭐ | 78🧑⚖️ |
| Graphics | 480th | 2.481⭐ | 79🧑⚖️ |
| Audio | 336th | 2.541⭐ | 76🧑⚖️ |
| Humor | 348th | 2.221⭐ | 70🧑⚖️ |
| Mood | 449th | 2.563⭐ | 73🧑⚖️ |
| Given | 28🗳️ | 38🗨️ |
I feel like more interesting levels would have made it a lot better, most of the levels felt very generic platformer
One of the main problem for me is that it is veeeeery slow, I spent most of the time waiting for the platforms to arrive. Also, having to keep moving when you are on a platform just doesn't feel right, and I wasn't sure whether I would have to keep jumping or not when I arrived on a platform moving upwards (fortunately no :P)
I found the game-play a bit slow and tedious, with many of the challenges repeated many times in a level without adding much new at each step, and a severe punishment (in time wasted) for missing anything. Especially on the levels with moving platforms, where it takes a long time for every platform to come to where you need it, even if you play perfectly. I do sometimes enjoy hard games, but I want to be able to try again right away when I mess up. It would have been nice to have the platforms synced up, so that if you follow the correct route there will always be one available when you need it.
The limited number of lives adds a challenge, but also discourages experimentation. How about instead: allow unlimited lives, but have a special ending screen for a perfect run.
The player not moving with the platform felt to me like a bug rather than a deliberate design decision, since it doesn't match what happens in the real world. Maybe you could make the platforms look like slippery ice so the player doesn't expect to grip to them?
Tip: Speed up the post-defeat process, to restart faster (it's too bad to start a level from scratch, maybe add some elements to suppress it).
I felt like the game was a bit too slow paced and lacked a certain character, there not much to make it stand out from a generic demo platformer, maybe some dialogue on moneybag pickup or between levels would give it something else but at the moment the game just felt a bit bland.
Game just needs some heart to add to the level design.
I like the initial levels, but as others have said for example in the second level you had to wait a bit all the time until you could progress which could probably have been avoided.
One Other thing that i noticed was that i was moving up automatically in the third level, but had to run on the moving platforms in the second one? this kinda confused me a bit.
I enjoyed the gameplay off your game tho, you did quite well to finish all of the different levels + the art and the effects in the compo time :)
Having to walk in order to not fall from platforms feels a bit retro. I have to keep playing a bit more, still in level 3.
The mac version does not open as it is. The executable has not execution permissions, probably lost because of rar compression.
To fix do this once downloaded in mac os x
chmod +x Mac.app/Contents/MacOS/Mac
I also want to thank you all for some great feedback! I will be taking notes for future LDs :)
I wanted to let you all know that this was a game that began as something completely different that failed. I agonized for hours trying to get it to work and in the end I could't so I made this instead. This is why the levels don't have much variety as I had about half the compo to finish. Also for the fact that I had to hand craft each level myself which took some time to do. I also ran into this stupid bug where running on several sprites would cause the play to just stick. my solution was to remove the box colliders for all but one sprite and then stretch that collider over all of the boxes. I had to do this on several levels. I did my best to polish the levels up. Oh one final note, I wanted moving spikes but sadly I wasn't able to code them in the time I had.
Again thank you all for playing and leaving feedback!
Now I'm going to address some of the questions that have been posed to me.
@numnumdude, @scriptorum The physics are working properly. The reason it looks like the player is clipping into the wall sprites is because I modified the hit box on the player to help with jumping. If I had not done this then there would have been a lot of rage quitting for not being able to make certain jumps. This is why it seems like the ceiling spikes don't work. Oh they do, but you have to really jump into them. think of it as them just grazing you but not causing enough damage to kill you. The game is hard enough without dying from badly laid out hit boxes :)
@samusoidal I'm not sure why the black lines exist between the blocks, it seems every time I do a platform game in Unity something odd happens.
@gimbalock You make a very good point. I should of had 2 platforms on level 3.
@tobico Sure I could have made the player a child of the platform so that they moved with it. But like I mentioned at the top, it was a design decision.
@mikel Yes level 3 is hard, but I can safely say level 5 is even harder than level 3. Play testing was a tad frustrating but in a good way. I really debated about making the game easier as I always get comments about how hard my games are. I'm not sure how you can feel satisfaction about beating a game where there is no challenge. Why play it in the first place?
One suggestion for next time: and this goes for everyone that submitted something, (including myself). Think about "Why would the player want to play this?" and "Why should the player care?" and "How can I keep the player engaged and give them real depth of gameplay?"
PS: loved the green sneakers
I had a LOT of comments and critiques, I Hope you find them helpful and find time to look thru the video I made that'll improve the end product. I think Level design might be one of the serious strengths of this game. (I personally didn't find it hard.)
• The atmosphere of the game brought me back to the 80's, loved it!
• The music fits the gameplay but it is repetitive;
• Graphics are good because it was your goal to achieve those graphics style but the particle effects gave away some of its magic.
• Overall a good game, 80's style has you mentioned, I would definitely play more levels!
Thinks I liked:
* Graphics get the job done. The rock and metalwork tileset works well. The lava looks really great, and the particle effects add a nice bit of polish. The character sprite isn't incredible but it looks like a guy jumping around, so it's more than sufficient.
* Throwback feel to oldschool PC platformers of the early 80's. Captured the simple run-and-jump feel of the games of that era.
* Collision box of the character felt right. I was able to brush against obstacles and hazards and it felt about right.
* A variety of obstacles. There were some that required me to wait, some that required me to time a jump correctly, and some that required me to plan out a route. All well designed.
Things I didn't like:
* Life system with no continues. I get you're trying to capture the 80's feel, but games from that era mostly added hard "game overs" as a cheap way to increase replay-ability. I doubt anyone remembers that mechanic fondly, and more of a limitation of the era. Especially because I don't have the time to regain my progress after hitting a hard gameover while reviewing many games, I dislike this design choice. Unlimited lives would have been a better decision.
* Platforms moving without carrying the character. This just felt kind of unnatural and annoying. It wasn't even particularly hard to stay on the platform while it was moving, but because you move much faster than the platform, you basically just have to tap the movement key to stay on it and it was kind of annoying.
* Black backgrounds. A simple solid static image of a background would have added a lot of depth over blackness.
* The music is nice, but additional sounds for jumping/landing/dying/collecting coins would have made playing the game feel a lot better.
* Floaty jumping. Tighten it up by increasing gravity on the jump. Also, allow me to vary my jump height by changing how long I hold the jump button down.
* Lack of theme. I'm unsure how this is a "small world", except for me being trapped in a cave.
* Not much mood. The lava effects get some work done here, but some extra detail tidbits like torches, spiders, pickaxes, ect would have helped here.
Great job on your entry and good luck with the competition!
- technical quality is not that high, it is stylized and yes, the pixel art... on the other hand the art doesn't seem consistent to me; I'd also like to point out controls - which are solid, but the gravity behaves a bit strange in my opinion
- for some reason I didn't really like the moving platforms (maybe because I played this one on keyboard and not on any controller?!)
- kudos for sound and music, especially as this is compo, in which case you basically have to make everything yourself
- i haven't found anything innovative on the concept, it is well made, gameplay is solid, but it is missing something that would make it special
- overall the game seems quite complete, especially by having multiple levels
* Moving platforms slow down users who already know where they need to go - they're just waiting for the game to catch up with them. This slows down the pace of the whole experience. To counter-act this, I would add more of the platforms, or make them faster. Or both.
* Given that the player needs to move with the platforms (which I found fun, tbh), I would set their speed to the player's speed so you don't slow them down. If you want to turn it into a hazard/challenge, then just add some hazards like you did in level 3. Slowing them down alone doesn't really accomplish that.
* If I was feeling malevolent, I would also make both sides evenly sized (16x16 likely) and use a rotating circle-shape to indicate that they're "slippery" and require a balancing act. It makes it feel less like a glitch and more like it was done intentionally. ;)
All in all, not bad! You remind me of a younger me. My older games had similar gripes. Keep growing, great work!
The artstyle, while indeed all over the place in terms of palette, is simple and easy enough to understand at first glance.
The music is probably my favorite. It fits the atmosphere quite nicely in my opinion, and is not too repetitive.
That said, this is quite a solid entry, and could be something more if you had more time.
The second level where you need to move on the platforms is totally fine. I'm glad you mentioned that the running with the platform is intentional and I think that's just fine. I did not like having to wait so long for the platforms to move back and forth. It's fine for the game to be hard but it's more frustrating when you know the solution in your head but you have to wait on the game in order to execute the strategy you've planned.
Good animation on the main character.
Was not expecting to see even more board elements like lava and fireballs!
Solid music.
I played the game here: https://www.twitch.tv/videos/139989925 (starts at 00:54:50)
Personally, I think the jump feels floaty, and I don't like having to walk to keep up with the movement of the platform I'm on, but I understand those are personal choices.
Good work, keep it up!
Ok, yes the theme is a bit of a stretch but you are allowed to interpret it as you like and I honestly didn't want to make it super obvious, but I think I made it too subtle. Will try to work on this for next LD.
I've read a few times that my graphics are inconsistent. I'm honestly not sure what you mean by that. Are you talking about the trail on the fireballs? Because that is the only thing that is not pixel art. If someone could explain in more detail I'll see what I can do next time to make them more consistent.
Yes level 3 needs more platforms, in fact I should have put 4 platforms that go in a circle instead of just one.
I also feel I should have dressed up the platforms more. Oh and next time I will be sure to make the player ride along with the platform if I use them again.
Again thank you all for playing and for streaming my game! And most of all for leaving me feedback I can use to grow as a developer! :grinning:
it could be more dynamic: D
Good job !!
(Ps sorry for my bad english)