Inventory Rush by Notaveerus

[raw]
made by Notaveerus for LD 42 (COMPO)

chrome<em>2018-08-12</em>20-56-45.png Didn't get time to properly playtest and balance but I'm tired so ¯_(ツ)_/¯. The goal is to manage your inventory in order to have the highest total value possible. Drag items out of inventory to discard, drag and drop to rearrange.

NPCs will give your player items in the game when they touch you, occasionally one of the non noble npcs may take one of your items and replace it with trash. You can move with WASD to avoid npcs if you wish.

Not really happy with how it turned out but I'm too tired :(

Ratings

Given 7🗳️ 0🗨️

Feedback

ytaha
13. Aug 2018 · 08:28 UTC
Neat game, but you need to upload your source code or else, you might get some trouble :smile:
Alexey Akulovich
13. Aug 2018 · 08:30 UTC
It is difficult to monitor the NPCs and inventory at the same time.
And I could not rearrange inventory via DnD. How is this done properly?
🎤 Notaveerus
13. Aug 2018 · 08:37 UTC
Weird I had the source code there but it wasn't showing a link for some reason. Deleting and re-adding it seemed to fix.
It is supposed to be difficult to monitor both, however I did want to make it more obvious when an NPC was rushing you but ran out of time. I'm not sure about the issue with DnD, you can only move items to empty spaces. Thinking back it would be better if I allowed you to swap items with what you have in your hand.
Smithy
13. Aug 2018 · 08:38 UTC
A really interesting idea. Was hard to keep track of 2 things at once and was hard to know where the player can go and can't. Got a score of +/-1100 ;)
(only "criticism" I have is that you should have also done movement by arrow keys and not only by wasd)
Dries Vuylsteke
13. Aug 2018 · 08:41 UTC
Don't be unhappy with the result, it's a fun concept! I'm sure that if you can add a few mechanics it would become a lot of fun really fast. Overall I enjoyed this approach to the theme.

What I personally missed was some variance, perhaps a tooltip for the items and some different stats that randomize the value. That way you'd have to manage, dodge and decide which items are worth it. The way it currently is you spent the first minute learning what items are worth most and just throw everything else out.
tritium
13. Aug 2018 · 08:47 UTC
Nice execution on the theme. The gameplay wasn't too bad, although it was hard to tell which things were most valuable, and the 2x2 sprites would only align on every 2 squares. I ended up getting 1000 with all gold swords. I think it turned out fine, you followed through on making the game, and that experience is useful :)
suve
13. Aug 2018 · 13:03 UTC
A simple idea making for an interesting gameplay. Having to avoid NPCs and manage the equipment at the same time proves quite challenging. Could use some audio and some visual cues on what's happening.