Curse of Greed by Sophie Houlden
A pico-8 platforming game.

All links are to itch.io but once you're there you can play in browser or download standalone builds.
Personal note; My first Ludum Dare was December 2007, I've been doing Ludum Dare on and off for a decade! Woo!
| Source code (it's pico-8 png format) | https://sophieh.itch.io/curse-of-greed |
| HTML5 (web) | https://sophieh.itch.io/curse-of-greed |
| Windows | https://sophieh.itch.io/curse-of-greed |
| Linux | https://sophieh.itch.io/curse-of-greed |
| macOS | https://sophieh.itch.io/curse-of-greed |
| Original URL | https://ldjam.com/events/ludum-dare/40/curse-of-greed |
Ratings
| Overall | 34th | 4.054⭐ | 104🧑⚖️ |
| Fun | 46th | 3.98⭐ | 104🧑⚖️ |
| Innovation | 139th | 3.609⭐ | 103🧑⚖️ |
| Theme | 19th | 4.324⭐ | 104🧑⚖️ |
| Graphics | 57th | 4.107⭐ | 105🧑⚖️ |
| Audio | 204th | 3.305⭐ | 102🧑⚖️ |
| Humor | 278th | 2.891⭐ | 89🧑⚖️ |
| Mood | 216th | 3.341⭐ | 93🧑⚖️ |
| Given | 1🗳️ | 0🗨️ |
Suggested alternate names:
* Indiana Jones and the Curse of the Initial Coin Offering
* $$$$$$
The floaty camera has been mentioned already and does take some getting used to, I think the game would've been better with a camera that only moves when the player does. The controls themselves are solid, but because of the camera they feel heavy at first.
I only got as far as the 3 tiny platforms with vertical lasers along the floor. Couple reasons I had to stop there. The checkpoints are a bit too far apart, for one, so I couldn't get back into trying that area without a fair bit of repeating what I'd already done. The laser hitboxes are also much wider than the graphics indicate. The damage area seems to cover the entire tile, not just the thin band of the graphics. So half the time I'd lose health and get knocked off the platform without actually being in the path of the laser. The floaty camera also made it a bit hard to land on the tiny platforms when I wasn't being lasered. Finally, I'd always try to get on the first small platform from where the lasers dropped me down to, and the platform was just a bit too high.
I'm disappointed I can only review the first area of the game, but try as I might I can't get through to see the rest. What I've played looks great, feels alright, and was pretty fun to play. Thanks for the game.
The mechanic was incredibly smart and fun to interact with.
However, when you die, you keep your money, but it also respawns, so it is possible to respawn with no way to avoid enough coins to survive (and it gets progressively worse).
Movement was a bit slippery but other than that, extremely well done! Best of luck
Congratulations on a decade of participating in Ludum Dare — that's almost as long as Ludum Dare has been around. I believe I started around 2012 so I've only participating for a Quinquennium (5 yrs — yes, it's a word!).
The attract mode was also a nice touch!

Good take on the theme, with the gold vs hp bar which was a addition :)
Couldn't stop my greedy dark side to try to collect one and every coins of the room!
Nice job!
A very cool concept and spin on the theme! Such a simple yet effective idea.
The graphics and sounds are very pleasing and it feels like a very polished 8-bit game!
The only point I had a problem with were the controls. They felt a bit 'laggy' and I had a hard time timing them. Some sections seemed impossible to pass without damage or collecting coins (mainly places where you had to jump but the ceiling was too low. But maybe I just need to git gud ;)
Um bom jogo, simples de entender, com um nível de dificuldade interessante. Acredito que uma trilha sonora acrescentaria muito em feeling! Parabéns!
Great job!
By the end of my playthrough, both my coffers, and coffin, were full. ;)
I have a few pieces of feedback:
- The camera shouldn't move immediately as you turn. There should be a range in which you can move without the camera moving. It's disorienting otherwise.
- You should be able to wall jump if you are up against the wall even if you aren't moving into the wall. Wall jumping is very hard at the moment.
- You shouldn't wall jump if you are holding jump, only if you press it while against the wall.
- The gold count should reset when you die. I kept accumulating gold when I died and the game became very hard!
- Some of the pits were practically impossible to get out of if you fell in.
I really like the gold vs life mechanic. It's very innovative. The fact that I stuck at it and made it to the end shows that you managed to make a fun game. Decent graphics too. Bravo!
Awesome integration of the theme. When I started I was worried that it was going to be a relatively obvious more-money-makes-you-heavier thing, but when I figured out what was going on I was really impressed by the originality.
All you need is some fat Pico-8 music!
Aside from a couple of things that have already been mentioned (wall jump controls, the camera at times) the game is awesome, one of the best I've played so far.
Congrats!
I tried avoiding any coins as soon as I was on to your misdirections and it became quite challening. At some point I did start to collect some since I wasn't sure if there would be any use to them later. But soon I was 'messing up' and got to much gold that I only had little health. I thought a heart would help me out, but it seemingly only regains what you've actually lost, which makes it not always as useful. But I guess it makes sense to swarm them with coins in that case.
I do wish there was some way to spend your hard/easy earned coins. Most of the time I just tried avoiding them, since the pay-off seems a bit long term (I think the end of the game). I think it would be cool if you could spend them at checkpoints, so if you one is close you know how far you could try and get your health down before you manage to get there.
All in all, I didn't make it to the end, but it was fun to play!
Congrats on the entry :D
If you want check our game : https://ldjam.com/events/ludum-dare/40/the-darkest-light/
Great little package, great presentation and details in this pico8 gem :) The controls felt a bit too slippery, and sometimes the walljump didn't fire when I expected it to (I appreciate being able to hold it down to just continuously jump, but if you keep doing wall jumps they fire earlier than if you jump at a wall and held it down - it would touch but not fire like if you repeated the jump. It felt like a mistake).
As much as the coins as an inversion was cool, it didn't do much mechanically besides being another form of damage, given the health thing. So was the goal to get a high score, or to finish the game? If it were both, I think the feedback loop needs to be much shorter (shorter levels, so you can "bank" your score or whatever) rather than having such a long game then realising "shit I can't get through this next bit because I collected too much gold". If it's just purely about getting through the game then the gold has no interesting tension rather than just being something to avoid like lasers that were pretty much unavoidable.
In all, interesting and well presented! Beautiful work as usual!