Lil'Jones 2: The Collector's Tomb by SolidHinken

Indianas' cousin Lil'Jones just can't keep himself out of trouble! Search a mysterious Collector's Tomb. And make sure you get everything valuable out of there.
Grab relics, store them into your bag, you can rotate them to fit in more items.
Upgrade your inventory space at the end of the day and rush back in - into The Collector's Tomb!


| itchio web build | https://solid-hinken.itch.io/liljones-2-the-collectors-tomb |
| Original URL | https://ldjam.com/events/ludum-dare/58/liljones-2-and-the-collectors-tomb |
Ratings
| Overall | 639th | 3.135⭐ | 28🧑⚖️ |
| Fun | 606th | 2.981⭐ | 28🧑⚖️ |
| Innovation | 380th | 3.269⭐ | 28🧑⚖️ |
| Theme | 381th | 3.692⭐ | 28🧑⚖️ |
| Graphics | 576th | 3.192⭐ | 28🧑⚖️ |
| Humor | 580th | 2.48⭐ | 27🧑⚖️ |
| Mood | 636th | 3.096⭐ | 28🧑⚖️ |
| Given | 22🗳️ | 28🗨️ |
Also, I found it weird that you cannot remove items from your inventory or at least move them. Part of the fun of inventory management is playing that Tetris over and over again when you find something new.
But overall, a solid entry. With some polish and more development time, it could be a gem!
Now here is a sentence I never typed before. So that means it’s super original. Great job 👏!

Still, I enjoyed the core systems here and I'd bet a fun inventory-management game could be built on top of this!
However, there seems to be no negative consequences of clicking Next Day. As soon as my backpack started to fill up, I just clicked Next Day to free it all up. What's the point of spending time managing your backpack, if you can just clear it up for free?
There also seems to be no goal we are working towards?
One idea to solving both of these could be to set a limit of ten days, and say you must collect e.g. $5000 total within those ten days.
There is potential here, but it needs a little more cooking. :)
I think I would try to improve the gameplay by thinking about how the player could lose, and what are the challenges the game requires of them
Personally, I see great potential in having to juggle between a timer to gather treasures, various prices and sizes for the treasures and the uncertainty of if they will show up that run, and actual ways to fall and die crushed by the boulder (think temple run)
It's a great start, and I would advise to take a bit more time to finish it post jam
I liked the idea of picking up items and putting them into the box, but it seems to me like there should have been a cost to missing one or a reason to not pick one up (other than it not fitting). I got to level 6, but it seems like other than the grid getting bigger there isn't an increase in difficulty (unless I am missing something!)
Good entry, looking forward to the third installment!
Larger items aren't worth it, and the best item is the silver ring because it's worth 20 per square. I eventually made my own goal of only collecting silver rings, the one square holy hand grenades, and the compass because they're the only ones worth 10 or more per square. Eventually your backpack gets so big that this stops being as interesting.
I really like the art style and I love the torchlight around the player character. Good job!
The idea of rotating items before placing them in the inventory is good, but it would be even better if I could take an item out of the backpack again, rotate it, and then put it back.
It would be great to know the ultimate goal of my adventure - that would create some intrigue and hold my attention much longer, fueling curiosity.
Well done!