The Star War 2: The quest for more money by eerongal
The long awaited sequel to my smash hit ludum dare 34 entry.
Original game. !!!DO NOT STEAL!!!
Source is available on itch.io page.
Original Entry LD34 entry: https://eerongal.itch.io/the-star-war (this game is the sequel to this!)

Ratings
| Overall | 375th | 3.319⭐ | 49🧑⚖️ |
| Fun | 500th | 2.936⭐ | 49🧑⚖️ |
| Innovation | 263th | 3.33⭐ | 49🧑⚖️ |
| Theme | 579th | 2.783⭐ | 48🧑⚖️ |
| Graphics | 535th | 2.755⭐ | 49🧑⚖️ |
| Audio | 77th | 3.723⭐ | 49🧑⚖️ |
| Humor | 15th | 4.13⭐ | 48🧑⚖️ |
| Mood | 240th | 3.273⭐ | 46🧑⚖️ |
| Given | 48🗳️ | 37🗨️ |
10/10
Thanks for playing everyone!
On the screen where you are supposed to press space to make the game, I was disappointed that pressing space made no visual difference. I would have liked to have seen it control the guy pressing on the keyboard or something. -- also because of this, I didn't see that I was actually supposed to keep pressing space to progress for a little while because I missed the tiny % progress bar on the side.
Sometimes the sound effects seem delayed from what is causing them. I noticed this from shooting lasers in the boss fight. I'm not sure if this is intentional or not.
I think you did a great job executing what you were trying to do.
I think that some of the annoyingly high goals were a way to evoke the theme, and they actually ended up not being that bad when its just something you are doing while listening to the narration.
However, when you start swimming in your own money to somehow collect more money, the audio starts playing on a loop, and then you start thinking about the gameplay again.
I love the scope that you set for yourself, and I think you should start looking more into game feel for your future games.
Also, have you tried using any other game creation tools other than Unity? I feel like Unity only makes things more complicated for a game like this.
I have indeed used other tools, mainly java, XNA and unity for game development specifically, with a few other things here and there over the years. I personally really like unity, and it's generally my go-to.
Brilliantly excruciatingly painful. The music and SFX were on point. And I actually laughed out loud (like not total out loud laugh but a lot of small 'humphs').
The good point with this game is that it turns its bad points into good points I guess ^^". The only default I'd say is that with the weird voice, the bagillion sound effects and the gameplay it's hard to understand what is being said sometimes so I didn't get the whole story.
(but that music tho :ok_hand:)
Great job, although I felt the tasks were all a little too long considering they were all rather tasks of the type "do this annoying thing for a while so that you can see how the story progresses". Story was enticing enough to do them anyways though ;)
P.S- Your version of the Duck Tales theme was AMAZING.
...
I made this.
Jokes aside, this was an absolute blast. This is the stuff I love to see out of Ludum Dare. Anyone can take a theme and make some generic and uninspired game that recycles old mechanics and gets lost in the seas of mediocrity, myself included, so having someone take the opportunity to just make some bizarre experience that sets itself apart from everything else just warms my heart.
Despite how silly the game is, I love how much thought went into it. Having the amount of things increase over time for each minigame to not only speed them up but also provide some humor in doing so is a great little detail.
Overall I loved everything about this. I hope you go straight to the top of the leaderboards and that you get to swim in some sick ludum dare money.