Treasure Collector by Lucy Lu
Hey <3
It's a small rogue-like game, where you have to find the soul fountain, capture a soul while fighting enemies & buying some upgrades as you die, until you can purchase the "You Win" treasure lol.
Everything was made by us, during the time of the game jam.
Programs & Websites used
- Aseprite
- Godot
- Beepbox
- sfxr.me
Update 09.10: - Fixed falling from the map - Fixed attackspeed in second level - Fixed enemy health/damage scaling
Ratings
| Overall | 669th | 3.05⭐ | 22🧑⚖️ |
| Fun | 622th | 2.95⭐ | 22🧑⚖️ |
| Innovation | 764th | 2.275⭐ | 22🧑⚖️ |
| Theme | 707th | 2.95⭐ | 22🧑⚖️ |
| Graphics | 421th | 3.6⭐ | 22🧑⚖️ |
| Audio | 482th | 2.5⭐ | 21🧑⚖️ |
| Humor | 645th | 2.222⭐ | 20🧑⚖️ |
| Mood | 697th | 2.861⭐ | 20🧑⚖️ |
| Given | 27🗳️ | 0🗨️ |
Well, I guess I win ^_^
I think just changing the color palette of the enemies from one "stage" to another would have conveyed they are getting stronger and stronger, because I was surprised initially when I attacked an enemy in the second level and it did not die in one hit ^^
Graphics are good as well. I think the core is a good start for a larger game if you feel like expanding it further after the jam!

I liked the graphics, the music was getting very repetitive though. At the time of getting projectiles, left button was
I also liked the map and the spawn variety, though there wasn't much to do on it other than the exploration to find the fountain. Spot-wise - it is RNG whether the fountain will spawn in easily defendable spot with just one direction for the enemies to come from, or with both sides uncovered (making the defense harder). Maybe it could be made into a mechanic - with more variety, every spot having some advantages and disadvantages (e.g. area that forces you to use melee and time your attacks but then less of them gets sent).