TREASURE ROOM by jutjuan
The objective of the game is to collect 1000 gold coins so this lovely knight can escape from the dungeon. At the end of each 60 seconds round your remaining health will convert into gold, so the less damage you take the faster you will be able to complete the challenge.
This is my second game as indie developer and my first game jam ever so I would be very grateful for any type of feedback or suggestion.
Good luck and have fun!

| HTML5 (web) | https://jutjuan.itch.io/treasure-room |
| Original URL | https://ldjam.com/events/ludum-dare/44/treasure-room |
Ratings
| Given | 48🗳️ | 37🗨️ |
Despite this, it's a very nice game, and it looks complete. (Though I've noticed a sprite ordering issue and game hung after I clicked exit)
Keep up the good work! We need a spin-off about that little red heavy-breathing dude who just sits there.
I liked the pixel art it's nice. The music is pretty good too (it does get repetitive though, but I'll get to that later). The game is pretty well presented and feels consistent.
However feedback is about pointing out points that could be even better and there's quite a bit of them :
- I think the first point is feedback, a hurt animation (like a red blink) + sound effect for the enemies and player would be really helpful. For the moment it's not clear when you actually hit or got hit by an enemy. Speaking of sound effects, they could be improved to feel more rewarding (maybe a bit less digital, even voice effect could have worked I think).
- Gameplay wise the game doesn't feel very skill based, I found the two best strategies were : hitting enemies while moving backwards, waiting for them to bug into a collision and kite them. Maybe putting more cooldown on a swing and less health for enemies would make the game feel a bit more rewarding. More mecanics might help too (other than just the sword swing that is).
- Overall I think the game is a bit to long/slow, you should either need less money to finish or get more money after each round. This causes the money and gameplay to get repetitive.
However it's not like the game is devoid of juice though, the particle effect on enemy death is a good addition (don't hesitate to put even more particles to the effect though >:D ). If you haven't seen them already I recommand these two videos on game juice
- juice it or lose it : https://youtu.be/Fy0aCDmgnxg
- the art of screenshake : https://youtu.be/AJdEqssNZ-U
(it seems the ldjam website automatically expands youtube video, I tried a few ways to only show the link but it didn't work, sorry)
Thanks for including a playable web build, it's appreciated !
Although I spent most of my post pointing out improvements, the game is still nice and you can be proud of yourself !
First round I thought, "hey, this is pretty easy" but it ramped up quick. Couldn't get past the third round. The pixel art is nice and the audio well suited. I do think that after each round the value per life point should go up, as it seems it would take many many rounds to reach the 1000g goal. Or maybe offer some method of increasing your strength/durability as each round progresses (like an option to buy upgrades with some of that gold). Regardless, this was a fun entry, nice work!
I really liked the pixel art style, its a simple gameplay but its a good thing, very good game ! GG mate
I think the game could have benefited from having some sort of indicator for the current round progress.
The mages' projectiles were also a bit too fast I think, they were very hard to avoid given the slow movement speed of the player.
But overall I think you did a great job!
Other than that it was a fun experience :slight_smile:
I'd like to see this as a mobilde game with different levels maybe, that have different obstacles and monsters.
Could have onscreen controls for movement and attack.
Would be neat to play something like that!
The main issue I noticed is that enemies have trouble finding their way round obstacles. You can hide on one side, and your sword can reach through the obstacle and kill enemies on the other side without fear of retaliation. They need to be smarter about going around things to reach you.
I think this could be easily expanded into a full game. You could have multiple rooms, and the requirement to pass through each one could steadily increase (first 100, then 250, 500, 1000...) Might be a bit of slog, but maybe having enemies drop coins as well would help with that?
Overall, this is a really good first game jam effort, and I hope you stick around to make more!
But good job anyway!
I like the FTIE too at the beginning of the game ! Very efficient way to learn the game fast :D