MoneyBag by Chameleon

First time participating, and making a game!
Control the octopus MoneyBag with : Arrows or A/D to move Spacebar to Jump R to restart a level
MoneyBag's life points are his gold coins. If too many of them weigh him down, he can take damage to become lighter and jump higher.
Made with 3rd party fonts as allowed in rules for Compo, not present in source due to license asking to not redistribute them.
Edit : added a picture
| Windows | https://chameeleon.itch.io/ldjam44 |
| Source code | https://github.com/Chameeleon/MoneyBagLDJam44 |
| Original URL | https://ldjam.com/events/ludum-dare/44/moneybag-1 |
Ratings
| Given | 68🗳️ | 18🗨️ |
Could have been a little longer, but for 48h and first time participation really good.
I would have enjoyed some more levels. The concept is nice and it is visually pleasant (especially MoneyBag, absolutly love him with his little hat). If next time, you have time to create a music, it really helps to give a great mood to your game.
Nice work :)
Interesting mechanics that demands you to control how greedy you are, I like that!
Maybe the music could be more interesting, but current one is also good, better than silence :smiley:
When exporting game with Godot, it is probably good to uncheck "Export with Debug" field, and also in Project Settings/Display/Window you can set Mode 2d and Aspect keep. This way even if one resize the window, the game will adjust properly :slight_smile:
Great first entry, keep on learning! :wink:
I actually knew about the viewport Strech and the "Export with Debug", my HTML export died at the last minute and in the panic I forgot the set them up when exporting for Windows. I oopsed :slight_frown:
Also, I don't know why I decided to get all the money that I could so the numbers would go outside the text box.

Currency/Jump mechanic is inspired.
I liked how the money gives you too much weight. It's like that in life.
But I am not sure if it was a bug, but I couldn't buy a thing for 100c on level with red bullets... Don't know what that was supposed to be.
But all in all, this could be turned into a commercial game. Don't give up on the idea.
@kaisean-games I assume you're talking about the second bonus, if it's not bugged you need to finish the previous screen with 120 coins and not get hit (You're defeated if you reach 0 coins, so 100 ins't enough as buying the bonus would get you to 0).
That's bad design on my part, since you can't respawn to the previous screen if you accidentally start it with 100 or less, I should've made it so the enemy stop shooting once you're down to 120.
Thank you so much for making this! :smile:
To improve, I'd say more complex levels that take more advantage of the mechanics would be the biggest thing.
Truth be told I'm just bad at coming up with puzzles, that and the time limit are why there is so few levels. I don't regret giving it a try, it was very interesting to try something unfamiliar.
I think if you had allowed the player to spend all of their "health" (e.g. 100 health on a 100 health machine) then it would have fit the theme even more.
Great first entry! :smile: