Too Maneon Loots by LDJam user 260720

In Too Maneon Loots, you have to help Neon. He's a bit dumb and loots everything within his reach... Help him by managing his inventory !
Equip the right items and don't let his inventory fill too much... Move items into the equipment slots or into the trash by clicking on them, then on the wanted slot
Installation : Download the archive, unzip and launch the LudumDare54.exe
Credits :
Development : Lastuck - Pierre-Marie 2D Art : Ladylpcr
Music : Kissy Kissy by Tortus
| Link | https://mrloup.itch.io/toomaneonloots |
| Original URL | https://ldjam.com/events/ludum-dare/54/too-maneon-loots |
Ratings
| Given | 165🗳️ | 240🗨️ |
The only thing I'd love to see is drag&drop working and stats being visible without hovering on the item
Overall I'd say it's a really good indie game worth finishing and publishing to Steam one day!
Clear gameplay that needs just a little bit of improvement. Maybe start off a little slower to really understand which ones are good items etc.
Loved the graphics and the music is going hard!
Played a couple of times actually because it was fun to try to beat my own highscore.
Only playing on a trackpad made it difficult.
Cool concept, art, music, game play loop. Good job you three!!

I didn't really know how to pick the different items and what the skill points help with, so usually just settled with the "rarer" colors.
but i have to say again i really love the idea
Great job!!
i love loot
I think I would have prefered a slower paced game with more complexed shape in the inventory, but it's probably just my tastes.
Nice job!
Great work!
After the very start, the details of item's stats don't seem to matter much - Once I had level 3/4 equipment, I always died to my inventory overloading, so I just tried to quickly equip whatever gear had the highest level and best border and throw stuff out as fast as possible, I think it could be improved by balancing things so that dying was more likely later into the game (I reached level 8 or 9 at best).
Tout est cohérent et marche super bien ! Bravo la team !!
Peut être cool de rajouter un marchand, ou des évènements différents liés aux items : au lieu de jeter, revendre... ect
J'ai vraiment adoré, et je recommande le jeu !
A nice comparison with the curently equiped itme would be nice
I like the idea behind the gameplay but right now it feels like there is too much happening at once. I would have like the beginning of the game to be slower so we can have the time to understand the base mechanics and test the stats.
I feel like the stats on the equipment are a bit of an issue, I did not feel like I had the time to read anything
and was just slotting everything that kinda looked better that what I currently had equipped like a maniac, haha.
Not 100% sure what the equipment colors were about, I just went along with my gamer instinct as to which color was better than the others.
tldr: Really liked the idea but hoped I had a bit more leeway to look at Neon being a silly hoarder!
Never thought I'd come to the point I'd really get a mouse workout out of the game...
As everyone has said, this is really a great and fun game. And very polished! :sparkles: (and very much in the theme)
Just some random thought: I think that a mechanic that works really well is that the only way (that I found, at least) of efficiently evaluating the stats of an item is to actually equip it to compare the stats (also because some stats are hidden, if I'm not mistaken?). Considering this, as a player I might've understood how to play a bit faster if those stats weren't even written (because it made me want to read, but there's no time). But idk how it would actually feel x)
(another design direction would be to maybe reduce the number of stats to make them easier to read?)
Also, maybe it's just me being dumb (as already established by my first sentence), but I felt that the outcome, especially in early game, was quite random (I always did the same thing, but 60% of the time I just died after 30 sec).
Oh and last thing, in one of my games I had a bug where the character just stopped moving altogether. I'm sorry I don't have any more reproduction info :x
Congratulations again, c'est pépite !! :tada:
Exit button doesn't really work on web version.
Good work!

In the end I think this could have great potential and I'm disappointed I couldn't experience this better. It seems like you put a lot of effort on content and mechanics, but maybe more time should have instead gone into gameplay tweaks and quality of life improvements.

There really isn't time to focus on any stats so can't really strategize that much. Just basically put on stuff that is the highest level. And constantly just trash everything else. Having all those different stats is more of a hinderence as you can't really focus on any of it.
I managed to bug it one run too. The dude just stopped moving and I managed to rack in quite a lot of kills without gaining any loot. Did lose though after all my gear got scrapped.

The main issue really is how clunky it is to drag the stuff around. The info tooltip (which you never have time to read) covers way too much screen estate and clicking stuff on/off doesn't feel great, I think dragging would be more intuitive. The drop zones could be more forgiving too because ideally you're looking at other stuff while doing the busy work of trashing stuff for example. Felt especially awkward with the bigger items (chests) as it seemed to require more accuracy as the drop point was smaller percent of the item size.
The item tiles also weren't too different looking from empty space to my liking. Especially the not colored trash items like keys etc really blended in and it was hard to judge how much free space you had at times. Having a completely different background color for occupied spaces would have helped. It was also hard to notice when your gear broke especially if you were using white colored ones.
The look was great and nice music too. Too bad you can't really focus on the nice visuals at all because you're just micro managing your inventory 99% of the time.
The RNG factor seems really big here too. For at least the final tries I kept trying to do the same strategy that was working for me earlier the best and the results still varied a lot. Quite often I died out of the blue before the game starts giving you enough gear to warrant trashing even.
Anyways, good job! 👍
From today, scrolls of destruction are my bestiest friends. I like the graphical effects of dying (in both ways). I really like the concept. Though I had a hard time judging what equipment is better, there is no time to learn this or it just feels too complicated. Otherwise, very fun! Btw, just so you know, the equipment tooltips are weirdly sized/placed in fullscreen.
Are you trying to kickstart a new genre? Cyber-fantasy sounds awesome ^^
Things I think could have made the experience better would have been a way to safely see item stats (I'm kind of just guessing that certain colors are better than others) and larger slots to put equipment in.
In any case, this is def one of my favs from this jam!
I wish you wouldnt die that easily of overloading, maybe be able to drop shit faster in 1 click
We understand the frustration of the game playing too fast / with a too steep progression curve. The idea behind this mechanic was to quickly make people feel the hold of the theme on the game with the limited inventory, and we were afraid that by leaving more time at the beginning of the game we'd lose the theme.
We'll be working on a new version at the end of the jam using all your feedbacks!
@gamester1128 and for those wondering, my current record is :

Nice game


On the other hand, I was crushed by @lastuck :')

Even though I haven't quite figured out how to survive after level 2, the speed of collecting items is way beyond what I can handle, but I still find it incredibly addictive.
Well done!
The huge amount of loot reminds me of ARPG games like Path of Exile where monsters drop literally hundreds of loot items and you can have so called "loot filters" which hide low-tier, undesired loot. I would love to see a similar feature here either as a rare equippable accessory, or maybe a passive skill that could be unlocked after you've achieved enough score in a previous playthrough?
In any case, this was a great entry, congrats on submission!
I think I may come back and play this one some more, it's so good. Well done!
Higher level items are looted by higher level enemies, so there will always be level 1 items as well as higher level items. The stamina makes it possible to complete Neon's objectives more quickly, and therefore to have more interesting items, but also many more loot items ;)
Thanks for your feedback!
As @pierre-marie said, we will do an update after the ratings ends that will take in account all the feedback we got, and make it more accessible!
Also thank you so much to everyone for the all wonderfull feedback we got!!!
The big tool-tip with stats and enlarged icons on hover are really distracting and makes the inventory handling a bit annoying. Would be nice to either see all stats on each tiles without tool-tip (like you can with the stats that have icons) or seeing the stats of the hovered item in a designated spot on the GUI that doesn't move around with the cursor.
Sometimes I feel like I can't place down the item in my hand even though I have enough space.
The orange/reddish color on the stat bars was a bit misleading for me as I thought my items were reducing my stats by that amount. Consider having the base stat bars be white and any temporary upgrade on top green. The attack icon being red was also something I first thought meant a reducing effect on my attack. I think you should unify the stats to each have icons and items could either raise or lower each stat.
The death screen should have a `restart` button instead of `quit` as on the web `quit` has not function and I most likely don't want to go to the main menu but I do want to `restart` ASAP :)
Thanks for the game, great job!