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A jam submission

Coin CrusadeView game page

Fight greed with greed in a platformer where time is not on your side!
Submitted by Rabbidking, Fava Beans (@FavaBeansArt) — 2 minutes, 10 seconds before the deadline
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Coin Crusade's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Use#303.4794.400
Graphics#413.1624.000
Overall#422.8863.650
Sound#522.6883.400
Fun#712.2142.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What was your favourite part of working on your game during GDM?
Working with friends

What was the hardest part of creating your game?
Learning all of Godot 4's new quirks and syntaxes

Did you use any pre-existing assets in your submission?
We used royalty-free music and SFX from Cafofo Music, Alexander Nakarada, and Purple Planet Music

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Comments

Submitted(+1)

The idea of using a money bag as a weapon and therefore your attack power getting stronger as you get more money is honestly kind of brilliant, though you could've done more with it. Maybe you could've had it affect regular enemies and not just the dragon boss. Maybe you could've had a more linear progression with the dragon being at the end to "test" how many coins you got. Your speed being decreased when you get max coins seems like an odd choice, and the game doesn't feel like it was playtested with it in mind, resulting in me getting stuck at one point. In general the game isn't very polished; the game often crashed at a point in the plains level, and the music doesn't seem to loop. Still, the concept gave me a lot to think about.

Developer(+1)

Heya, thank you for the feedback! I believe we have it set so if your wallet is maxed out it deals 20 damage to enemies instead of 10, not that it's super noticeable to being with. We did kick around the idea for more money doing more damage in a sort of scaling way, but we never did implement it fully. As for the speed decrease/wallet cap, we wanted to nudge the player to remind them to spend their money, be it on upgrades or going back and smacking the boss a bit, or provide a challenge for people not wanting to hit their cap while trying to get to a shop or a level exit. There are plenty of different ways we could have handled this aspect, and we definitely should have tweaked and playtested a little bit more to fine-tune what we wanted.

Submitted(+1)

I like the idea here. it needs a bit more polishing though. I couldn't die for some reason and the character just stopped animating at one point. The art was good and i do wanna see this concept expand more. just needs a bit more time in the oven. 

Developer

Heya, thanks for trying it out! That's completely fair, all of us were learning how Godot 4 specifically works in comparison to Godot 3, and we did spend up to the last minute working on stuff, so bugs inevitably slipped through the cracks. Playing through a bit before pushing a tiny update, I did notice our player's animations lock up after interacting with the shop in one level, but I wasn't able to consistently get it to happen enough to pinpoint a definitive fix yet, but it's definitely something for us to investigate. 

Submitted(+1)

Hey thanks for making the game! The concept of needing lots of coins to beat the dragon is a awesome idea and I like how there's upgrades to enhance the earnings. The art style of the characters are incredible and the many background arts complements well. I will say the game sometimes crashes when you die and the dragon's health regeneration seems unforgiving given its large health pool. There was minor bugs in some sections and we can't full screen in the option choice due to the resolution size being locked. Besides those issues, its a fun game and I was invested in stacking my pockets and coin multiplier!

Developer

Heya, thank you for trying the game out! I'm glad you enjoyed the concept, it's been an idea I've been sitting on for a long while now, and I'm happy to finally present it in some way! I'll admit balancing the dragon's health was a big concern as I'm not too well versed on fine-tuning game balance, and wasn't entirely sure how much health would have been too much. In retrospect I should have focused it more around the maximum multiplier amount and made the final grind less cumbersome, rather than set it at some arbitrarily large number and leaving it at that. I'm still trying to figure stuff out about resolution so I'll likely update this with some better options once I figure all that out (that's likely also why expanding the window makes stuff like the UI seem more lumped closer to the left side than more evenly spaced out). I did push a tiny update to hopefully fix at least one crash issue (turns out one level not having a player spawn location kind of messes with respawns lol) and knock the boss's health down to a hopefully less tedious amount and more generous regen timer.