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

[raw]
made by SolidHinken for Ludum Dare 58 (JAM)

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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!

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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🗨️

Feedback

thingus
Oct 06th · 20:36 UTC
Sucked me in for a good few minutes, thankyou!
Nash
Oct 06th · 21:00 UTC
Inventory management is always fun! I think the game kicks off only at level 2. The level 1 inventory feels too restricting and it takes a while to get enough money to go to level 2.

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!
LDJam user 268934
Oct 06th · 21:11 UTC
Fun and artsy Indiana jones inventory management game.
Now here is a sentence I never typed before. So that means it’s super original. Great job 👏!
Ira Baciu
Oct 07th · 08:05 UTC
Maybe it's a me problem but the game has no sound :( a shame because it's unique in comporassion with other works
🎤 SolidHinken
Oct 07th · 08:08 UTC
Unfortunately yes, sounds were planned, but didn't make it to the release :(
Tesseus
Oct 07th · 11:14 UTC
I really like the controls and mechanisms that divide the attention and I love the concept of the game. It gets me curious for his next adventures :)
Void4
Oct 07th · 11:40 UTC
Nice game! Is there a way to lose? Other similar-looking games have trained me to expect that walking on the rocks on the floor would slow me down and then the rolling ball would catch me if I hit too many rocks, but it seems to just keep a constant pace?
Truedat
Oct 07th · 11:52 UTC
would have loved to control the cahracter a bit more with more obstacles. i liked it so far .gj !
JustusPan
Oct 07th · 12:26 UTC
The game seems to lack a mechanism to remove, discard, or rearrange items in the backpack. Without this mechanism, the core organizing experience of the game is difficult to establish. Additionally, there is a lack of clear decision indicators for ending a day. Perhaps rewarding the "perfectly filling the backpack" situation could encourage players to do so. Otherwise, I can just randomly pick up a few items and keep choosing the next day to level up quickly.
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GlassMoonGames
Oct 08th · 04:16 UTC
Really like where this is going. I agree with some of the other commentors that additional challenges would make for a more interesting experience as it progresses, giving more challenge to dividing the attention of the player between the path and the backpack. The controls are smart, keeping each hand busy with the two sides of the area of play, and the visuals are spot on. Very cool game!
breadstick
Oct 08th · 04:31 UTC
A fun base for a game to be built on! As others have said, there is nothing about the design preventing a player from grabbing a single item and immediately ending the day to cache its value--rewarding the player for filling the satchel could keep them running until the inventory is full.

Still, I enjoyed the core systems here and I'd bet a fun inventory-management game could be built on top of this!
Eugenik
Oct 09th · 13:21 UTC
The art is superb!.
F2_
Oct 10th · 10:11 UTC
I enjoyed it, and played until level 11.

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. :)
Pandalk
Oct 10th · 12:02 UTC
I enjoyed the mechanics together, having to handle inventory space while moving is a great idea

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
MateusBoga
Oct 10th · 22:18 UTC
Wish there was audio, but great work nonetheless! Thanks for coming to the stream, here's the VOD: https://www.twitch.tv/videos/2588456375
NonDev
Oct 11th · 11:36 UTC
I think most of the critique I have others have posted. Having an overall driving goal to get towards (like $X in a single run) to both give the player something to focus progress towards as well as introducing a fail state, would go a long way. If you had obstacles to avoid it would spice the gameplay up a little more as well as give you more mechanisms to play with. Such as gaps you could avoid by keeping jumping shoes in your bag - you're introducing choices on min/maxing earnings per day with countering obstacles.
jacobingalls
Oct 12th · 07:20 UTC
Wasn't sure if I needed to play the original first... so played that. Sure hope legally distinct Lil' Jones is able to get away from that boulder and reunite with his son?

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!
BryceLTaylor
Oct 13th · 15:20 UTC
This was fun. The fun was mostly in packing the backpack. I really liked the tension between watching where you were running and fitting things into your backpack. I just wish there was some negative consequences to the running part to make that matter more.

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!
LesDremlet
Oct 19th · 15:22 UTC
I really missed the feeling of danger from the huge ball rolling behind my back at a consistent speed ;)
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.
CodeRaurus
Oct 20th · 15:05 UTC
I think the game has an interesting concept but unfortunately we are missing half it. Picking items and fitting them in the inventory feels nice. I wish the upgrades would also increase the difficulty and give the gameplay some stakes.

Well done!