MAMMONITE LD40 by bigmetre
Play as an adventurer and smash goblins with your lootbag! The more you loot, the heavier your lootbag and the slower your attack becomes!
You can download the game at: https://bigmetre.itch.io/mammonite

| Windows | https://bigmetre.itch.io/mammonite |
| HTML5 (web) | https://bigmetre.itch.io/mammonite |
| Original URL | https://ldjam.com/events/ludum-dare/40/mammonite-ld40 |
Ratings
| Overall | 478th | 3.107⭐ | 44🧑⚖️ |
| Fun | 523th | 2.881⭐ | 44🧑⚖️ |
| Innovation | 508th | 2.786⭐ | 44🧑⚖️ |
| Theme | 390th | 3.333⭐ | 44🧑⚖️ |
| Graphics | 74th | 4.047⭐ | 45🧑⚖️ |
| Given | 40🗳️ | 15🗨️ |
Overall I liked it.
I have no option to loot or not loot? Just hit things or be hit. I guess the skill here is to start your attack further away from the enemy as your bag grows larger. That's not really all that interesting.
The pillars blocking the view is completely bad. The camera does nothing to compensate.
I played on the web version and the death screen is broken - I can barely see the top sliver of the button.
I have some suggestions, anyway:
- Maybe a background music? ^^ There are online resources that can help you with that. I used http://www.beepbox.co/ for my game and it's really easy to create anything with it.
- The pillars can occlude the player from the camera, you can get around that by using a raycast from the player to the camera. If it reaches anything before the camera, put the camera right at it.
- The UI does not adjust itself to other resolutions. Some elements aren't even showing in the screen, or get cropped. The WebGL build particularly suffers from this issue, since it is huge on my laptop screen, xD. I had to reduce the screen zoom so it could fit.
Nice game. Congratulations!
Great job with the graphics! Love that you're able to whip up this kind of stuff in 48 hours. I would have loved to see some more effort put into sounds, vfx, music, and fine tuning gameplay to back up the graphics, but I understand time is a scarce resource.
Also, I feel like I should report- the high score is not updating on the HTML version.
nice game!
Feedback time!
**Camera**, as others have mentioned, got in the way of my vision (blocks the player character and enemies - and then I die, making me feel that the game is unfair). Walls should become translucent or camera should be able to rotate, or camera should move closer past the pillar, or perhaps other solutions (like make the wall shorter if you're lazy, heh)
**Controls** - little too left-heavy for me. I would have liked it as Arrow Keys and a separate attack key. On hindsight, maybe the close proximity of WASD and F made me play the whole game with just my left hand, and this was uncomfortable and had to stop moving to let go of the movement keys to press Attack. Perhaps supposed to have played it with two hands.
**Combat** - I always have had admiration for melee combat! Not sure if it's intended or a bug, but sometimes when I hit a goblin it doesn't enter a hitstun state and instead attacks me back - feels quite unfair as it already took some practice to time my hits, and I felt that I should not have gotten hit back (not rewarding and no clutch moments where you almost get hit). Also this happens not all the time so its very unpredictable. Also sometimes I can hit the same goblin multiple times with one swing, again, not sure if it's a bug, but this feels good (I don't mind this ;D). Maybe another means to avoid attacks etc. (maybe a roll of some sorts) would also have been good to really reward fast reactions in the game. Still, I like how there was a pause on hit to bring out the weightiness of the attack. Getting a good melee feel is not easy and I think you had something going on here.
**Gameplay** - More of player reactions and timing than having many player choices. Good in the beginning as the player learns the skill of combat, but after a while there's no additional choices that the player can make and it feels the same. Some player options would definitely be good to make players feel intelligent and smart. I actually did have fun lining up goblins and smashing them with my heavy bag though, felt pretty good.
**UI** - The only option that I saw at the end of the game was to quit, and there was no restart button - forces players to quit (though some might be on the verge of trying again), and it's hard enough already to get them into the game :)
One last thing, I initially tried the windows web version, and the game was bigger than my 1920 x 1080 screen in the browser. Hence I downloaded it instead.
All in all, when I remember that this was done in a mere 48 hours, still a very good job for a game. I really can't fanthom building a game without the extra 24 hours (I participated in the jam category). Concept was interesting and there's actually some really decent art in here!! Keep up the good work!