Moneypit by Wouter52
Welcome to Moneypit!

You play as an engineer whoms goal is to hold on as long as possible to get paid as much as possible. However, it is stressful. Do not walk into your crew or you get problems reported- Which increases your anxiety, narrowing your view. Pick up the coins to get paid. Feeling confident? Go down a floor. The pay be bigger with each floor, but there are also more construction failures the crew wants to report!
Maneuvre through the plans that will never succeed yet have been forced through. Use the arrow keys or WSDA to move- pick up the coins, evade the crew. Go over to the ladders down if feeling confident. If your anxiety reaches 100%, you pass out.
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Use WDSA to move, have fun!
| Source | https://wouter52.com/PROJECTS/LD54/SOURCE.zip |
| Play here! | https://wouter52.com/PROJECTS/LD54/PLAY |
| Original URL | https://ldjam.com/events/ludum-dare/54/moneypit |
Ratings
| Overall | 605th | 3.531⭐ | 34🧑⚖️ |
| Fun | 578th | 3.438⭐ | 34🧑⚖️ |
| Innovation | 856th | 2.984⭐ | 34🧑⚖️ |
| Theme | 724th | 3.406⭐ | 34🧑⚖️ |
| Graphics | 421th | 3.859⭐ | 34🧑⚖️ |
| Audio | 490th | 3.313⭐ | 34🧑⚖️ |
| Humor | 324th | 3.387⭐ | 33🧑⚖️ |
| Mood | 502th | 3.613⭐ | 33🧑⚖️ |
| Given | 26🗳️ | 46🗨️ |
My *only* complaint is that the player character doesn't stand out compared to the employees, and sometimes when I enter a new level, I don't realise where I am right away. Apart from that, I had a lot of fun!
Man needs therapy, though.

Thank you for the feedback!
@fupi He definetly needs therapy! :upside_down: Thank you for the comment! That your own drawing? :thinking:
Firstly, the damage mechanic is really elegant and fresh. It also ties in nicely with the fiction as it resembles anxiety. Very good!
Secondly, I liked how a simple color change between levels give them completely unique mood. This is especially smart in a jam setting where you won't have time to implement tons of unique levels. Possibly here it would have been slightly easier to understand if colors would have gotten darker for each level but this is just a nitpick.
Overall, a really solid entry. Bonus points for the leaderboard - it is always nice to see those in jams!
It is a sad topic that someone who is so dedicated to his work that he can literally see the floorplan projected around him is reduced to an anxious pacman figure by the carelessness of his superior.
It is a sad topic indeed, we changed plans multiple times this weekend. First the circle was supposed to be a planet that kept shrinking for instance

(Super cool and polished game by the way, great job)
@emazuro Thanks! I'll tell @Ithebreather, who was in charge of visuals :smile:
@chrisbeck Thank you! Luckaly, we're all very happy at work! So no need to worry about us :-)
@bigal That was what we inteded, great to hear that it worked ^^"
@valentinwb Yes, its a sad ending indeed :sweat_smile: Thank you for the compliments!
the only thing that I'd change is the tint or shape of the character, because at the start of levels I mistake him for a coin and can't find him, but this might be just me. anyway I enjoyed this, nice work overall
Glad you asked! The movement works like this: The map has been tiled (8X8=64), there is a big table in the sourcecode where every tile knows if there is a wall between itself and its neighbours. Every construction worker chooses a randon tile once it reached its target. When the tile is not reachable, the worker will choose another one in the next frame. Once it found a reachable tile, it sets a random point within the tile to walk to :-)
If the player is in a reachable neighbouring tile (and the player has not been hit), then that tile gets right of way. Essentially forcing the worker to walk towards the player.
So long story short: the movement is pretty random, until the player is in a reachable tile next to the contruction worker. Then it will go toward the player.
Thanks for your feedback! We'll think of a solution to that for a post-jam version :-)
@xlores-liang Thanks!!
@ex3d0 Thank you!
I especially loved the visual style, it's really good and original! Good job on that! The music, on the other end, is... Minimalistic? :D But I enjoyed the sound effects, especially the nagging guy and the beeps :D
Good job!

Great game, although if you play it too much you might catch a serious case of introversion from the extremely limited personal space lol
@lone-wolf Cool! You got the highscore, like every year! I appreciate the time you put in every time :D I was wondering: what kinds of tricks and glitches did you come across? Personally, I did not playtest all that deep :grin:
@rankb Thank you! I'll let my teammate know, he was in full control of the design :-)
;)
Honestly, rather than stressed-out engineer, I had more the impression of some mishap happening, everyone panicking and your character taking advantage of the mayhem to raid the place. Maybe it's really a stressed-out engineer, but not struggling to keep working but giving up and leaving with the most money they can find.
At my first play I was almost always going down since it seems the only way to reduce anxiety. Then I understand how many people there are downstairs and how wiser it was to clear the first floor since there are easier to dodge. Too bad I was sucked into the stairs when I tried to not go in (is it voluntary ?).
I was disturbed by the lack of sound when you collect one immediately after another. I guess it is avoid having too many noise, but it's weird to not always have the sweet sweet coin sounds.
Then I decided to go the deepest I could, discovering that no one moves if you don't after going downstairs (not something obvious since your first instinct is to rush). This is when I really understood how useful was low anxiety since you could see more.
By the way, I really like the graphics, with the drawn blueprints style: hatched walls and all the small notes of what should be here. It really conveys a building site not ready to come in fruition since everyone goes around in useless circles. (Only nitpick is how you can't always tell the things apart at first glance, but I guess it's part of the chaos.)
The coins not always making a sound, sounds like a bug to me. I'll make sure to test those kinds of scenarios in the next LD :-)
* You want to get as deep as possible while getting hit as little as possible, and then go on a berserk rampage grabbing as many coins as possible right before your vision is too low to find more
* When you first spawn into a level the game is frozen until you move so that you can get your bearings, take advantage of that to find the closest exit
Glitches(?):
* If you hide here enemies won't be able to get you

* By walking N/NE/NW while in this spot you can attract enemies into the boxes to the upper left and right

Those tips are very useful. Thank you for taking your time to explain :smiley:
This was almost a horror game. That game over, man.
My only complaint is that I spawned on like 6 workers and my anxiety sky rocketed, I had only 12 anxiety and I was pretty much screwed after that.
Everything else, is perfect.
PS : a highscore panel with only eight entries is not enough. A top10 is a minimum. It's too frustrating ++
Cause of death: stressful environment
Account left: $2905
Coroner note:
Addictive and fun gameplay, very neat graphics, funny sounds
It happened once, that while changing level I appeared directly on a crew guy, and so got one hit without even moving
Apart that, well done!
ps : I had to test it on my work pc with Chrome, as on my home pc I have Firefox and the game didn't start after entering my nickname
The decreasing of anxiety should be activated everytime you go down a level. Maybe there is a bug where a worker spawns inside the character, thus increasing it again. We had lots of problems with spawning of stuff. Somewhere some numbers got mixed up, so we botched some code in the end that verifies all hitboxes before showing the level. If the verification fails, it tries again. I think we've got a bug there
Ooh, firefox did not work? That is interesting... I have to look into that
I checked the JS console, and I have an error reported right after loading:
Uncaught TypeError: [texture_and_collisionmaps.js:103:5]
textures[TEXTURE_ID] is undefined
get_pixel_manual - texture_and_collisionmaps.js:103
handle_collision - start.js:1027
handle_collisions - start.js:1293
loop - start.js:1883
This error is reported each time I open the game page (ie. on the nickname page), and the last console logs before it are the serie of POINT x,x reports, the last one is POINT 630-630 (but sometimes I only have the error)
I reloaded, and there was another error: a 404 on "GET https://wouter52.com/PROJECTS/LD54/PLAY/textures/FFFFFF/map_overlay.png"
I did have one experience of spawning on top of an enemy, but that's kind of the risk I took going down. Overall a really solid entry, nicely done! (high score: 1730)