Larry Kroft and the Temple of Booze by thomz12
Larry Kroft and the Temple of Booze
Out of money for burgers again, our roguish hero Larry Kroft attempts to repeat his sisters success and loot one of those temples for himself. These relics weigh a lot more than his sister made them seem...




Created in 72 hours for Ludum Dare #40!
(Music used: Weightless by Ross Bugden.)

Created by the Jagaco team.
| HTML5 (web) | http://larrykroft.jagaco.com/ |
| Original URL | https://ldjam.com/events/ludum-dare/40/larry-kroft-and-the-temple-of-booze |
Ratings
| Overall | 244th | 3.772⭐ | 48🧑⚖️ |
| Fun | 295th | 3.617⭐ | 49🧑⚖️ |
| Innovation | 646th | 3.087⭐ | 48🧑⚖️ |
| Theme | 225th | 3.891⭐ | 48🧑⚖️ |
| Graphics | 271th | 4⭐ | 48🧑⚖️ |
| Humor | 96th | 3.913⭐ | 48🧑⚖️ |
| Mood | 283th | 3.625⭐ | 46🧑⚖️ |
| Given | 46🗳️ | 41🗨️ |
Like the button pressure mechanic, throwing away the loot is fun.
Wish there were some check points.
Implementing a kind of checkpoint system would we awesome, and maybe changing the shoot direction or at least animation, so it doesn't clip through Larry, might even be a fun one, tossing it behind him while sweatily running away.
Sounds and Music matches the look and feel nicely. Well done!
But it's just a minor bug and I am sure you'll fix that!
Still enjoyed playing it though. Well done, team!
3D art is wonderful, much above the average for a LD entry! Especially the walls of the temple itself, very great execution. Maybe mummies are hard to quickly spot in some area, but just making them whiter instead of brownish will solve this.
I insta-died twice on the buzzsaw though - perhaps that would have been best a hitpoint reducer or something.
(starting over fully in LD games is a drag)
It's a fun game with a lots of traps, congratulations. The only downside is that the level is too long - not sure if there are more levels, i only played level 0 because i died after a while and had to start again. Maybe some checkpoints would be nice. But the game has a lot of content, i think you guys made a great job.
p.s. We have implemented the same "pick and throw" mechanic! :grin:
The core mechanic of looting->carrying->throwing had a few problems though, since aiming at enemies was more difficult than it should have been, and trying to get the loot to say on a button is a nightmare. XD Maybe the loot could "stick" to certain objects when you throw it at them?
Overall, good fun!