Unhoarded by Andreas Roschal

Unhoarded is a game where nasty adventurers are aiming to steal your treasures. Delay your inevitable bankruptcy for as long as possible. Once your treasury is empty you can use the experience from your last failure to improve your skills and try again.
Details


Resources
| Resource | Description |
| --- | --- |
|
| You get Souls for killing enemies. Souls are spent when using skills (except for punching, which is free). |
| EXP | You also get Experience for killing enemies. Use those Experience points to upgrade your skills inbetween runs. |
|
| This is your pension. The knights will try to steal it from you. Your place looks like a dungeon, they just can't help it. It's inevitable that you will not have enough Gold left at some point. You lose the game if your Gold falls below the marked threshold. |
Notes / other features
On reaching new stages (A stage being the number of spawned enemies over the whole run.), you can increase the starting stage of your next run to fasten up the gamplay a bit. You also start with an adequate amount of souls for the selected starting stage.
Your experience and skill levels are saved persistently (also in the Web version). So you can leave the game and come back later if you would like to continue for some further runs.



| Link | https://andreasroschal.itch.io/unhoarded |
| Link | https://andreasroschal.itch.io/unhoarded |
| Original URL | https://ldjam.com/events/ludum-dare/50/unhoarded |
Ratings
| Overall | 74th | 4.118⭐ | 36🧑⚖️ |
| Fun | 51th | 4.147⭐ | 36🧑⚖️ |
| Innovation | 229th | 3.765⭐ | 36🧑⚖️ |
| Theme | 329th | 3.956⭐ | 36🧑⚖️ |
| Graphics | 273th | 4.162⭐ | 36🧑⚖️ |
| Audio | 390th | 3.606⭐ | 35🧑⚖️ |
| Humor | 230th | 3.817⭐ | 32🧑⚖️ |
| Mood | 438th | 3.719⭐ | 34🧑⚖️ |
| Given | 50🗳️ | 47🗨️ |
So playable. One of the only games that after losing the first time, I genuinely felt the need to go back and improve my strategy. Really well made, and onmly that can imagine with some post-jam polish could be a really great standalone game. Well done team - definitely above and beyond what I've come to expect from a LD submission <3
Love that it was quick and easy to pick up, always love a game I can understand from the get go!
Solid concept, lot of content, good art, and a decent amount of fun :)
It got a little boring after around 2 runs, but that's still a solid 12-15 minutes of gameplay, which is really decent for a jam game!
Feedback:
- I didn't really understand what the blue circle on the enemies was, is it a shield? If so it would be good to have some indicator of how much it lasts or how much there is of it. A way to portray it better in my opinion is to make a really big blue outline on the enemies that have it, and it slowly becomes smaller as it decays. Also there's no feedback on your hits when the enemy has a shield which makes it seem like you're doing nothing to it which might be intended but there needs to be some feedback to the player so he knows that's the case.
- Access to settings after clicking start game because I don't know how loud/quiet the music will be, or you could put music in the menu screen so players can check that way.
Other than that, it was a pretty good game, good job!
Excellent game with a lot for room for growth. It gets hectic and hard to follow as the game progresses, but I imagine that's the point. I would happily sink another hour into it.
Yeah definitely wasn't kidding when I said I got hooked on it haha
The upgrades definitely added longevity and made the experience much less stale
I love the selection of skills, it's perfect! The knight indicators and loot sounds are a godsent. The only thing I missed was a better indicator or whether you could afford a skill or not so you don't waste time shuffling between them or take your eyes off the action. Really neat entry and a lot of fun!
I didn't realise the punch was a charged thing at first.
Great work. I had a lot of fun playing.