Gold is Heavy in a Dwarven Satchel by dwarfaparte

[raw]
made by dwarfaparte for LD 43 (JAM)

GiH Screenshot.jpg

A quick sketch of a turn based rogue-like where you start with all possible abilities, but lose them as you pick up gold. The gold is droppable, but hurts your score each time it is dropped. An (increasing) minimum score is required to progress to each new area.

Ratings

Overall 554th 3.395⭐ 21🧑‍⚖️
Fun 556th 3.211⭐ 21🧑‍⚖️
Innovation 383th 3.316⭐ 21🧑‍⚖️
Theme 568th 3.395⭐ 21🧑‍⚖️
Graphics 727th 3.079⭐ 21🧑‍⚖️
Mood 488th 3.342⭐ 21🧑‍⚖️
Given 21🗳️ 5🗨️

Feedback

Jisam
04. Dec 2018 · 00:31 UTC
I reached level 5 and died because of goblin. :cry: It is very fun to decide my action with thinking remained turn, gold location, and exit location! :thinking:
treegemmer
04. Dec 2018 · 01:40 UTC
Windows only? :(
Selgeron
04. Dec 2018 · 02:15 UTC
This game was really great, I played it a bunch of time, furthest I've gotten was level 6, but it gets really tricky. A fun little coffee-break roguelike.
erebus
04. Dec 2018 · 02:27 UTC
Interesting concept! Took me a while to realize asdw was move. Maybe include that somewhere. I wish gold stacked so I didn't need to drop each piece one at a time. It isn't super fun to clear the whole area, then go back and pick up all the gold and leave. Maybe creating some more interesting choices for the player when picking the gold back up would help. I realize that a special enemy spawns after so many steps but it still wasn't that engaging. Still, very well done with no noticeable bugs. I like the graphics. Nice Job!
🎤 dwarfaparte
04. Dec 2018 · 13:14 UTC
@treegemmer Unfortunately Gamemaker export modules cost more than the revenue I've made on my Steam game so until they come down I'm a Windows only man :smile:
BoyzAndGirlz
04. Dec 2018 · 22:57 UTC
I like rogue like and this one too. Theme was respected and i like the graphics.
Inupts with less buttons would be better but that's a great game yo've made. Good job
SubtlyDramatic
05. Dec 2018 · 21:53 UTC
Cute game! One of my thoughts when the theme was released was something incorporating full abilities at the beginning and losing them as the game progressed. I'm excited I got to see your take on that idea!
TheCrittersCove
10. Dec 2018 · 13:33 UTC
Interesting idea. I liked the variety of actions the character could take. The main issue I see with the current setup, is there little reason why someone couldn't just make a path to the end, then grab the gold. I also think it would fit the theme better if you could pick which action to sacrifice. Still a very neat game for a weekend!
Darn
14. Dec 2018 · 23:09 UTC
I had a lot of fun with this, kept me playing for a while. Lots of interesting mechanics to play around with, and plenty challenging. I liked some clever design choices, like the enemy spawns if you take too long, discouraging you from just clearing the whole area and picking all the gold anyway (although maybe it should have been more punishing). The order of your abilities being random is a nice touch.

My complaints are minor. I don't like how you can get hit as soon as you mine through a block. The wait ability seems underwhelming, especially when you can just swing the axe for the same effect.
paulhocker
18. Dec 2018 · 03:00 UTC
i really liked this game -- the anticipation of the red dude coming -- having to leave gold behind until you find the exit -- really well done -- thanks for making this game