Shiny Dream by Peredom
Make it till the end of the 1000m path of coins and you'll find a big treasure...
But the more coins you have, the more ghosts will come!

Dodge coins slowly or take all the gold and deal with the consequences... the choice is yours!
If you're lucky and find a shop, you can get rid of the coins by buying new skills!
Follow me on Twitter: @PereDev!
| Windows | https://pere-dm.itch.io/shiny-dream-ld40 |
| Original URL | https://ldjam.com/events/ludum-dare/40/shiny-dream |
Ratings
| Overall | 88th | 3.833⭐ | 23🧑⚖️ |
| Fun | 26th | 4.071⭐ | 23🧑⚖️ |
| Innovation | 358th | 3.119⭐ | 23🧑⚖️ |
| Theme | 122th | 3.929⭐ | 23🧑⚖️ |
| Graphics | 160th | 3.783⭐ | 25🧑⚖️ |
| Mood | 79th | 3.69⭐ | 23🧑⚖️ |
| Given | 23🗳️ | 15🗨️ |
Not sure if the hanging off of platforms was supposed to be helpful, but I almost died a few times because of it. Also, are upgrades supposed to persist throughout playthoughs?
When I saw your idea/progress post I thought - the coins being the final score would nicely balance out the shops and make it a risk/reward kinda thing and sure enough, there it is. In any case, it plays nicely and the use of the theme is just spot on.
Nice game!
Controls were tight, it all felt polished.
I think I experienced some slowdowns at times though, and this computer should not have any problems
I didn't really see a point not to take the money, maybe the enemies should be stronger?
Well done!
@finntastico thanks for letting me know!
@4Knights Thank you for playing!! <3
Otherwise, fantastic entry. Loved the graphics (even if a real background would have been nice :p), the handling is great, loved the idea... Congrats on such a great entry!
I probably could have done without the edge-grabbing, which sometimes screwed up my flow and was nearly never what I really intended, but it was a cool feature to show off your character-controller chops anyway.
I had fun with this, and there were a couple of times where I was alllllmost ready to call it quits but came back for "just one more" or to see that next upgrade. Ended up playing the whole thing and getting to the throne, although my score was only 75 when I got there, so nothing amazing.
Very nice touch to have the post-win runthrough bring a new challenge!
The only critique I can offer is that when playing, I mostly just held down "right" the whole time, and "shoot" the whole time. This wasn't really that much of a problem, but I wonder if there was some twist. Whenever I find myself holding a button always, I try to change the game, either making a more balanced reason not to hold it, or else removing the button and making the game auto-go. This was a very minor flaw only, though.
Another aspect of the design that I liked was that high ground had value because your shots could not go through the terrain but your enemies could. So if you got stuck under and overhang that was your worst moment -- here comes a guy but you can't shoot him until he's right in your face!
Overall I enjoyed the feel and design of this, and the art and sounds were pretty solid.
Nice entry!
Glad I got you hooked! xD I think the shop and upgrades give a sense of growth and also a curiosity that makes players want to keep playing. ANd of course I like to reward the player for his time by giving him a new challenge after they won.
And I really agree that the player shouldnt be holding a button all the time. Actually I've pointed that out in other games, but I didnt realise I was making the same "mistake"... And I dont know what the right way to fix it would be... maybe auto-firing or maybe some bullets stuff... but I'm not a fan of bullets... I thought about knockback but then your jumps would be different if you were shoooting or not so some people might get frustrated by that...
anyway.. thanks for the comment dude, it really helps when someone looks into your game and really thinks about it, and give you a good, deep comment. :)