Hoarder's Remorse by cartmouse

[raw]
made by cartmouse for Ludum Dare 58 (JAM)

Items are tools, but they're also life. More items = more power, but peril awaits those that run out.

Controls

  • Aim with the mouse
  • Left click to throw a bomb
  • Right click to activate the selected item
  • Tab to cycle through items
  • WASD to move
  • Can also throw with arrow keys

Info

The more items you collect, the more powerful you become. Damage multiplier and AOE radius are shown on the left.

Items

Bomb

Deal damage when thrown

bomb.gif

Thorns

While active, become invincible and deal damage to enemies on contact

thorns.gif

Slow

Slow everything but yourself

slow.gif

Magnet

Draw loose items towards you

magnet.gif

Decoy

Trick enemies into following a copy of yourself

decoy.gif

Ratings

Overall 290th 3.635⭐ 28🧑‍⚖️
Fun 248th 3.577⭐ 28🧑‍⚖️
Innovation 508th 3.058⭐ 28🧑‍⚖️
Theme 624th 3.212⭐ 28🧑‍⚖️
Graphics 480th 3.481⭐ 28🧑‍⚖️
Audio 216th 3.596⭐ 28🧑‍⚖️
Mood 417th 3.519⭐ 28🧑‍⚖️
Given 18🗳️ 30🗨️

Feedback

Oxropy
Oct 07th · 00:43 UTC
nice game, at some point it's just throwing 4 bombs to kill the current enemies and use the magnet to get the items faster :D
![Screenshot_20251007_024044.png](///raw/614/73/z/6e659.png)
Cope
Oct 07th · 03:59 UTC
I like the art. Nice game
Doctor_Zeus
Oct 07th · 04:20 UTC
I had a similar experience - at some point your bombs will damage every enemy as they spawn & then you're riding the gravy train.

I like the assets you put together here. The look & sound of the game is clean & consistent, and the soundtrack matches the action well. The one-screen structure keeps the scope small, and you've got the boss encounter for a change-up. I like the arrow aiming indicator too, it's a nice touch that I've liked in other games too.

Gameplay-wise, the mechanics are pretty familiar. Moving to group enemies is normal twin-stick shooter kind of feeling. The active items you trigger are neat, but I didn't end up finding much need to use them. (some are quite strong, though. The spike item makes you immune to contact damage?) The game's scaling took me out of control pretty quickly, so I didn't end up needing to use something outside of normal bombs after a little while.

Maybe throwing in one more type of enemy with different behavior would have given me use cases for the items. Since the ones we've got always chase straight at the player, maybe having some that launch projectiles in a static pattern (not directly targeted at the player) would create some extra interest & tension when the player's trying to kite the swarming bad guys. There's probably a lot of ways to tackle this, though, and battling time constraints is always a challenge.

A minor additional note:
For my personal taste, I think making the game have a definitive end (rather than scaling to infinity) feels good for a jam game. Even better, throwing in a little timer or something like that gives players a feeling of completion, and maybe sparks a bit of competitive spirit in folks.

If you've got the time, throwing an exclamation point at the end of a short-and-sweet experience is my preference.

But that's a matter of personal preference. Again, good work with the spread of assets you made, the scope you selected, and the way you pulled it together into a complete package!
Lefinno
Oct 07th · 09:03 UTC
smooth controls~
Tamino Laub
Oct 07th · 09:09 UTC
Had a lot of fun with the game. Felt reaaaally nice to play. Good job <3
Kalbshack
Oct 07th · 09:21 UTC
Nice game, good graphics and sounds. Gameplay wise I also just needed/used the decoy and normal bombs. Is there an endgame/goal? Would be my only critic, since it's unsatisfying to not be able to finish the game. Played around 15 min :smile: Good work
Tesseus
Oct 07th · 15:13 UTC
Really nice atmosphere and a consistent and fitting style. The character has nice speed to them which I love.
nuzcraft
Oct 09th · 13:57 UTC
This is really good, I like this idea. I ran into the same issue as others where eventually all the enemies take the same damage. Outside of that, it feel like each powerup has a good use case, and you're incentivized to use them up since they replenish. Good job!
skale
Oct 09th · 14:01 UTC
Very addicting gameplay with cool art and amazing music
anima_animus049
Oct 09th · 14:04 UTC
nice game! the pixel style and the music matches the atmosphere excellent, i believe it will be an wonerful game if polished later
GonulGaye
Oct 09th · 14:58 UTC
nice game :3
DeadCode
Oct 09th · 17:07 UTC
Fun game! Really liked exploring all the different items!
jscommander
Oct 10th · 07:09 UTC
Hi, like your game concept - using items as health is a good idea. Soundtrack is really catchy, love the metal part of the song. Pretty solid game, congrats! Sometimes it's possible to push the boss into a wall tile using decoys :)
Eugenik
Oct 10th · 13:54 UTC
Wow, great game, I love the art and the concept
Kapricorn Media
Oct 10th · 18:15 UTC
I really like the weird vibe this game gives off haha. I appreciate that the soundtrack sounds like it was made by hand and it does not sound like some AI slop. Very enjoyable.
LukeWaffel
Oct 10th · 21:19 UTC
Really fun to play! Seems that I found some kind of bug that insta-killed all visible enemies with 2 bombs, but it was super satisfying either way!
nassshie
Oct 11th · 20:28 UTC
visuals are great! loved it
nassshie
Oct 11th · 20:29 UTC
sounds when you are attacked are so fine and funnyy!!! the music is cool as well!
Vasea123
Oct 11th · 20:42 UTC
Game is a bit too easy, sounds are cool but when you kill too many mobs at once the soundwave is too crazy
MakoTeam
Oct 12th · 13:55 UTC
Cool game but what do you do when you're out of bombs?
automatonvx
Oct 12th · 23:11 UTC
Feels like it needs a little bit more polishing, e.g. the room transitions, a bit buggy (sometimes I seem to wipe out all the enemies when killing one etc.) I like the idea of having some secondary items I can use, although trying to tab through them when running around and shooting feels awkward. Also running out of bombs and having nothing you can do feels bad when it happens. Quite liked the music loop.
BlackCat508
Oct 15th · 20:11 UTC
cool simple game, i like the art!
Euler Moises
Oct 17th · 02:50 UTC
I got pretty far, but I haven't figured out if it's endless or not.
I killed a lot of slime and slept peacefully last night.

Congratulations.

![LD58.png](///raw/23f/f1/z/6f70a.png)
filgru
Oct 19th · 05:27 UTC
Very nice take on the theme! A few times I entered the next level too quickly and didn’t collect enough bombs to beat the boss;) Cool graphics and music. I had a lot of fun! Great work!
NBumgardner
Oct 22nd · 03:06 UTC
The icons are distinct and compelling, leading me to wonder what crazy combat awaits inside the game. After finding some invincible strategies on later stages and winning while standing still except to enter doors, I figured the game is more of a sandbox for trying the different abilities of the game. For that I think it is fun, and the addition of enemy variety might make it even more fun in a post-game jam version.

For the SFX I recommend trying to set a lower _Max Polyphony_, like 6, on each of your _AudioStreamPlayer_ assets. The growing audio of 100 enemies dying at once might be fixable by limiting how many simultaneous sounds can be played, or somehow capping the maximum volume to protect your players' eardrums.

Also, one quirk of the in-browser build was if I click away, I have to use up a bomb to gain focus on the game again. Giving unlimited practice bombs at the beginning was a great idea too.