Gold by Alexey Akulovich
This is the adventure of one gold seeker, who wandered into the wrong cave. Or to the right one, who knows? You can’t leave empty-handed, and you need to take at least one gold piece with you. Or you can take everything out of the cave clean. If only dark corners and residents wouldn’t interfere. Fill your backpack with gold, take it to the chest, and decide for yourself when to stop.
This is a turn-based game, but you can learn to run faster than your enemies ;-)
Your allies are a limited backpack and limited visibility.
Surrounded by enemies:

Minigame HowTo:

Controls: - Arrow keys to move - Space for mini-game - Enter at the end of the game
| Link | https://github.com/atercattus/ldjam54 |
| Link | https://atercattus.itch.io/gold-ldjam-54 |
| Original URL | https://ldjam.com/events/ludum-dare/54/gold |
Ratings
| Overall | 307th | 3.065⭐ | 25🧑⚖️ |
| Fun | 297th | 2.978⭐ | 25🧑⚖️ |
| Innovation | 263th | 3.109⭐ | 25🧑⚖️ |
| Theme | 278th | 3.217⭐ | 25🧑⚖️ |
| Graphics | 262th | 3.152⭐ | 25🧑⚖️ |
| Audio | 177th | 3.205⭐ | 24🧑⚖️ |
| Humor | 242th | 2.167⭐ | 20🧑⚖️ |
| Mood | 156th | 3.4⭐ | 22🧑⚖️ |
| Given | 18🗳️ | 23🗨️ |
I rarely see people combine the mechanics in the jam prototype.
It's usually very focused in one direction.
For example, if it's a maze hide-and-seek, there will be movement, some monsters and maybe movement/vision related mechanics. But here, instead of just dying from the monster, you can save yourself.
I was pretty bad at that mini game though: I can pass the simplest monsters, but those ghost-like creatures get me 80% of time.
Overall, I really like it.
To improve the game further, I would suggest having different movement patterns for the monsters. Starting from the way they're advancing (in a straight line, zig-zag, etc.) and the movement speed they could have. Since this is a turn-based game, the movement speed can be implemented in two ways:
1. A monster can make a step once per N turns (speed=1 is the fastest, speed=2 makes them move once per two turns, something like speed=1.5 may make them toggle between 1 and 2 turns per step which could be also fun).
2. Instead of just jumping to the destination cell, they may stuck in the transition. With speed=2 they would traverse half of the distance towards the next cell.
If you like this kind of a review, please rate my game too. The feedback is important for all of us. :)