Kill The Money by Copper_Aardvark_Games
Kill The Money is a retro-themed platformer shooter game where you play as a thief in the dungeon of the most secure and unrobbable bank. Your goal is to make it to the core of the bank and steal the cash. To do this you must defeat the treacherous currency turrets that protect the core.
In this game the amount of cash you have acts as your health, and the amount of change you have acts as your ammunition. Both are dropped by enemies (Cash more rarely) and both are used as currency for purchasing items in shop rooms.
There is a selection of weapons to discover within these chambers, however you start with your trusty old rifle, because you can't afford a better one.




KNOWN BUGS * If you press S while on a platform next to a wall, you can go through the wall briefly while falling (And possibly fall through the game) * There is no pause menu. Currently the only way to quit the game while in combat is to press alt+f4 * If you are blinking from taking damage and you die, you will continue blinking and not stop. * Items from the shop don't have any lighting and stay the same brightness.
BUGS FIXED AFTER COMPO - (4/30/2019) - Fixed how restarting after dying you are not able to use doors. - Fixed idle animation not playing - Fixed one hand appearing for some two handed guns
Ratings
| Given | 117🗳️ | 92🗨️ |
Pretty well polished game! Controls transmit a good sensation, Pixelart looks pretty cool and music fits very well.
Good Job :smile:
I had some problems with the general gameplay and the controls. This game really needed a separate aiming-mode with the mouse. Hitting enemies that are above you was a chore and took longer than it should. I also didn't like that you couldn't run backwards and shot in the other direction. Other than that, the shooting mechanics were pretty satisfying.
Also, the game was pretty short and way too easy :) the level design in general could use some work to make the gameplay a little more diverse.
- The shotgun reload sound looks like he is puting one shell at a time, but if you shot only once and reload, he does it 6 times, when it should do only once.
- Shooting using the mouse makes me fell that I should be able to aim with it, or at least choose where my character is facing with the mouse.
- The camera is vibrating when you move the character, probably it is attatched to a gameobject that is vibrating while you move (Maybe the sprites have diferent sizes and it is following the sprite's pivot point.
- The machinegun is overpowered.
And I faced a bug in almost all levels:
- The doors open before you kill everyone on the level (I don't know if that is a bug or a feature)
The songs are great and make the player feel really good while playing.
The graphics are pretty good and the style stays constant through the entire game.
Congratulations on making this game, bro!

Would be cool to see this as a web/mobile app
The whole concept is combininig well to suit the theme, Im only worried about the health of the coins, there were green coins in air which took some time to kill and I had to keep jumping, but once you play a bit you get used to it.
As for a compo game made by one person in 2 days its not only amazing but also polished well, you definitely know what you are doing, I think you could expand on the game and add more features like weapons.
With this concept and a bit more balancing I think it can easily make it to the top if enough people rate it!
As others have noted, the enemies seemed to have a bit too much HP early on and those requiring jump/shoot were a chore. I'd recommend more enemies with less health as well as some difficulty scaling as rooms progress. I like that the levels are somewhat randomized, but I ran into the same one back-to-back and was a bit disappointed.
The controls did feel a bit stiff at times. Using the mouse click to fire while ignoring mouse position felt a bit clumsy to me, as did the inability to change facing direction in the air.
One last note, I was never sure what gun to grab since there wasn't much indication of the differences.
Seems like I've complained a lot, but I really enjoyed this game!
Had fun, but as said above, the controls are a bit weird, in a game like this I would expect to control the aim with the mouse. I saw this video shared on a comment on another game and I think you should watch it too. https://youtu.be/AJdEqssNZ-U
He gives really really good advice for exactly this kind of game :)
But in the overall, really good job !
- The jump is too "floaty", I think if it had more gravity and you had to press the up button longer to jump higher it would feel better.
- Having to jump and shoot feels not very practical, if I were able to shoot in the direction of the mouse I think the game would feel more dynamic.
- There were an unbalance of levels and weapons. Lots of weapons but only a few levels. I just experienced two weapons =(.
- The "Your life is currency" theme was used but it never offered much difficulty
- You can only change the direction of you character on the ground, it's a bit strange. Generally, in many games, when you are jumping, if you hit the left button your character immediately starts to face left.
Things I liked:
- The art is EXCELLENT, a very cute pixel art. The rolling animation is awesome xD.
- The variety of weapons are nice.
- The music sets the mood very well, nice sound effects too.
- It's absurdly impressive that you made all of this on your own in so little time, really inspiring!
Overall, I think this game has a lot of potential. If you polish the gameplay, I can see this being successful on steam and such.
Good work on the graphics and game play, all of the mechanics felt polished af
- Enemies are a bit too tough.
- Player's jump are a bit floaty and high, making it harder to hit enemies in the air.
- Player's direction should match the input or be based of player's mouse direction, making it easier to do some risky shots.
Other than those things, the game is very polished and have a lot of potential to become even better!
Other than that, you got a solid action platformer here. Good job!
The collision is often little glitchy when walking between platforms you can drop through and solid ground.
The shoot control being on the mouse, but the mouse used for nothing else was a little weird.
I would have liked reload to be on the mouse as well if fire is there. The R key is a bit out of the way.
A lot of the rooms were a bit too much just jump-and-shoot. The ones with platforms are much more interesting to play.
Also your download link says Linux but there is no Linux build included.
I'll admit having to constantly jump to hit enemies got a little tiring, but it didn't detract much from the fun of it all. Thanks for a fun entry!
However, shooting at enemies at an awkward height can get frustrating due to the impossibility to aim at them easily and the use of the theme is rather weak.
Good job!
- it's quite long and boring to kill the enemies with the first gun when they are floating above the player's height
- I got hit too easily by the spikes
- shooting with the mouse feels a bit cumbersome when there isn't really any aiming (I'm playing with a trackpad on a laptop). it could be nice to have the option to shoot with the space bar or something.
You said this was "only level one", so I'm looking forward to the rest!
Spikes hurting you when you are not touching them, spawning the same room twice, The mouse not directing where the player faces, rooms where you have to jump to shoot the enemies, and I’ll add statistics for guns in shop rooms, enemies having too much health, enemies not flashing when they get hurt, I will also add space as an alternative key for jumping
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Audio/Visual presentation was fantastic. Among the best audio, if not the best, I've seen in this LD Compo.
The core game play mechanics are good, though I might've added a jump key bind to spacebar as well. By convention, I found myself hitting that button quite a bit to jump. Many spikes were run over as a result. If development is continuing on this one, more enemy variety, environmental obstacles, and varied focus on weapon selection will go a long way. This first level is looking very good already.
As others have mentioned mouse aim, I could see it going either way. I too think I'd prefer mouse aim, as I think it offers more design space for enemies and obstacles, but that's not to say that a rigid left-right framework for aiming doesn't have its design merits either. With the current enemies, many of which float just above ground level, a means to shoot them that doesn't involve repeated timing on jump shots would be nice. At the same time, those enemies would then also need a means to remain threatening to a player which is not likely to meet them at their elevation. This game might be a good candidate for limited directional aiming. Straight, 45 degrees up, and 45 degrees down and straight up could work too with some modifier key binds. It's something to consider as you expand the content of this game. I think even if you continue with the current aiming system, as long as the level design supports it, there isn't really a problem here.
Phew, that's one polished looking game for 48 hours. Color me impressed.
Many rooms were too similar though, maybe there should be more variety. Also the rooms didn’t seem to appear in the same order when I restarted the game, is that normal?
I have a couple of notes of feedback though. The enemies should react to being attacked or there should be an audio cue letting you know you have hit successfully. Right now off the bat I wasn't sure if I was doing damage to the first enemy. Which leads into enemy HP. I think the first enemies have way too much health. It feels tedious when it should feel fun.
Additionally, I wish my character would just face which ever way my mouse is from him because shooting with the mouse really kind of needs that. I just ended up shooting behind myself a whole lot and then having to turn my character around with the WASD keys. Shooting up and diagonally would be nice too.
Sorry if I come off as overly negative, not trying to be. I just think you got a great game here and there's just a couple things which once improved it will really take it to the next level of excellence.