Reloot by orbitaldot
RELOOT
The HERO storms the fortress of a weather-controlling wizard. Behind them follows MOLT, who gently restocks the chests looted by the Hero.

(Delivery theme: You deliver items to the looted chests.)
CONTROLS
- [Arrow Keys] - Movement (hold UP for higher jump)
- [Z] - Attack (alternatively, [Y])
- [X] - Use Health Potions
- [C] - Throw Bombs
CONTENT
All art, sfx, and music were made by myself within the 48 hour constraint of the Compo.
Software used: - Game Engine: YoYo Games' GameMaker (Studio 2). - Music & SFX: Image-Line's FL Studio 12. - Art: FireAlpaca.
Download
Head over to the itch.io page or download the links from Google Drive below
| itch.io page | https://orbitaldot.itch.io/reloot |
| Executable (Google Drive) | https://drive.google.com/file/d/1WFVEc9kwreZKXf5xYAw6dEx5te7gdD-V/view?usp=sharing |
| Source Code (GMS2 Project) | https://github.com/orbitaldot/reloot |
| Original URL | https://ldjam.com/events/ludum-dare/53/ewewew |
Ratings
| Overall | 30th | 4.114⭐ | 24🧑⚖️ |
| Fun | 50th | 3.977⭐ | 24🧑⚖️ |
| Innovation | 38th | 4.045⭐ | 24🧑⚖️ |
| Theme | 216th | 3.841⭐ | 24🧑⚖️ |
| Graphics | 23th | 4.409⭐ | 24🧑⚖️ |
| Audio | 17th | 4.227⭐ | 24🧑⚖️ |
| Humor | 131th | 3.227⭐ | 24🧑⚖️ |
| Mood | 131th | 3.548⭐ | 23🧑⚖️ |
| Given | 27🗳️ | 19🗨️ |
And, Both the graphics and sound contributed to creating a cohesive world, allowing for an immersive experience!
I recorded myself playing to deliver extra feedback. All around, incredible work.
https://www.youtube.com/watch?v=8OmH94fNv8c
but considering it's a combo game it's really impressive just how polish and good it is. and it looks alot like a Yacht Club Game which is always a win in my book
Loved the music -- excellent -- and the art style is very Shovel Knight / SNES era, and beautifully done.
I would have liked there to be some penalty for dying as Molt; just going back to the caravan feels a bit anti-climactic, and makes dying in some cases just a minor inconvenience, and in others, an advantage. Also, the camera jumping upwards just at the top of your jump was very jarring and weird feeling. A smoother motion would have been better, I think.
There were a few times where the colliders felt a bit off, where I'd jump into a ceiling when I thought I'd gone past. Maybe a more forgiving collider for the player would feel better?
Anyway, this is great. Well done.
✔️ The concept that someone has to come through and restock the dungeon is a funny criticism of the hero trope in video games.
✔️ Good difficulty.
➖ The camera was a bit weird.
⭐ Overall: One of my favorite so far!
The sluggish camera and the lack of death penalty were my main dislikes. When I was playing as Molt I just killed myself after every delivery to get back to the caravan faster. Also something is pretty screwy with the jump physics, because you can do a little double jump right after short hopping.
- **The camera**: Yeah it's a bit janky. I should have focused on fixing it at the end since I had a few hours to spare before the compo deadline, but alas...
- **Navigation/backtracking**: I probably should have made Molt start in the middle of the level rather than to the very left. There actually is a way to warp around the level, but it's not totally clear in the game's design (I probably could have added a yellow dot indicator...?):

The doors open in Molt's turn, and standing still in front of them warps you to the other door respectively. At least people found the Death speedrun strat :) Speaking of which:
- **Death penalty**: Death is more punishing in the Hero's stage, since the Hero has no incentive to return to the beginning of the level, while Molt does. I did not want to make death too penalizing in Molt's stage (e.g. undoing chest restocking progress) due to the previous point since it'd be annoying to do all chests again after dying. But this probably could have been addressed as well by starting Molt off in the middle of the level.
I'm playing around with ideas for a post-jam version (which will probably focus more on Molt's part, since the Hero -> Molt twist can pretty much only be executed once :D, but with some extra twists nonetheless), so the critiques about the game's weak points are very helpful. I'm glad that people enjoyed the game despite those, and again, thank you all for playing!