G.E.L.D - Guild Express Loot Delivery by Lucas Taniolo

Welcome to Guild Express Loot Delivery, the 2D pixel art platform game where you play as the courier of a guild company specialized in loot delivery. Your mission is to deliver the precious treasures to their rightful owners while making your way through challenging obstacles in the dungeon.

Controls
WASD or Arrows: Move
Space or C: Jump
Mouse (down) or X (down): Grab
Mouse (up) or X (up): Throw
Credits
Lucas Taniolo - Programming
Lucas Moreira - Art
Marco Wolf - Game Design
Henrique Borges - Music

Changelog
Bug fix: Prevent loot from being thrown inside walls.
| itch.io | https://lucastaniolo.itch.io/geld |
| Original URL | https://ldjam.com/events/ludum-dare/53/g-e-l-d-guild-express-loot-delivery |
Ratings
| Overall | 491th | 3.659⭐ | 24🧑⚖️ |
| Fun | 525th | 3.5⭐ | 24🧑⚖️ |
| Innovation | 480th | 3.477⭐ | 24🧑⚖️ |
| Theme | 272th | 4.205⭐ | 24🧑⚖️ |
| Graphics | 119th | 4.432⭐ | 24🧑⚖️ |
| Audio | 151th | 3.977⭐ | 24🧑⚖️ |
| Humor | 712th | 2.875⭐ | 18🧑⚖️ |
| Mood | 378th | 3.773⭐ | 24🧑⚖️ |
| Given | 23🗳️ | 42🗨️ |
I found 2 bugs. The simpler one is that if you press up against a wall and throw a piece of loot it wall launch out of bounds. I have not figured out how to reproduce the second one, but I fell out of bounds twice, both times landing on top of a corner if that helps.
there's a bug where you fall off the map

The art and music create a really nice vibe!
I like platformer vide, it's a bit tricky to control with keyboard an mouse for me, I'd love to play a gamepad version of it.
Graphics and music are very cool ! Great work !
Congratulations for the game!
PS. It has some problems with collision that hinder the gameplay a little, but I'm sure that after fixing this game it will be even better.

ps2. The dash mechanic is good, but I only used it twice in the entire game. Thinking about stretches where the dash is extremely necessary would be cool too.
The graphics are really nice too.
A couple of nitpicks:
-Movement and especially loot throwing feel a bit floaty.Taking down enemies kinda lacks impact.
-The arrow reload animation would probably be more useful as a telegraph just before the arrows are shot?
:D
"Tamo junto!"
Some details were planned, others were small accidents that became features, if u know what I mean lol
However, I found a bit tricky play it with mouse and keyboard combination, maybe add an option to play only on keyboard might be a good idea...
Overall a great submission! Good job!
- When playing I noticed that the throwing trajectories were weird and unpredictable. Later on, I experimented with it, and found out throwing is stronger to the left??!! The throw can also be amplified by moving the player in that direction, which despite making some sense, is confusing when you first throw stuff while running, and then try it while standing still only for it to fall completely flat. I've attached a gif of me demonstrating all of these odd trajectories, but they should really all be constant.

- The platforming physics are mostly fine, feels a little floaty, but my main gripe with the platforming is that there's no coyote time or jump buffering. (If you don't know what I mean, jump buffering is allowing the player to hit jump just before they hit the ground and still jump, and coyote time is allowing the player to jump a fraction of a second after they leave the ground. They're two techniques commonly used by platforming games to prevent players from thinking the game is unresponsive and to stop people shouting I P R E S S E D T H E B U T T O N) If you coded the platformer controller from scratch during the timeframe, what you got done is pretty impressive, but if you intend to use the same script over multiple projects, definitely prioritize adding these features.
- The animations look really smooth, but they can kinda break at times. When you hit the very corner of a platform, they game can still think you're falling (although this is more of a code / physics issue than an animation controller one), and you can cancel the death animation with a dash, allowing you to just walk on the spot after dying if you happen to be on the ground (this doesn't change gameplay, just looks kinda wrong).
- The boxes' / bags' friction seems to be too high. It's very unsatisfying for you to throw one at an enemy only for it to bonk the ceiling, lose all X velocity and miss the enemy completely. I understand you probably just cranked up Unity's friction to the max so it would actually stop when it hit the ground, but sometimes coding the physics can help for throwable objects. Perhaps making it very slippery, but manually coding it to slow to a halt when touching ground could help?
- Level 3 caused me probably more pain than it should have. Apart from generally being a difficulty spike from Level 2, I started by carrying one box the entire way. I could provide the required amount of bags, as there were 2 bags down at the bottom half of the level, but I was pretty irritated when I tried to get back up to get a second box only to find I couldn't make the jump.
Sorry if this came off as mostly negative, but I enjoyed the game overall! Good job!
About the controls, you don't need the mouse to play, though. We put alternative control options on the Main Menu, Tutorial and page description also lol!

As for feedback, there isn't much I could say that others haven't already said.