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Return the Loot's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #4047 | 2.321 | 2.321 |
Creativity | #4414 | 2.548 | 2.548 |
Overall | #4493 | 2.337 | 2.337 |
Presentation | #4951 | 2.143 | 2.143 |
Ranked from 84 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
An adventurer seeks to give back, not to take, and achieve an inner balance in place of external riches.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
The core mechanic is interesting.
Making the loot not respawn might have granted more depth.
I like the concept! Also, maybe make the levels actual stages of some sort? Currently the only reason something seemed to be a stage, was because the screen changed, but since the score and stuff carried over, it didn't really feel like a level as much. I had no clue whether it had any influence on how well I was doing overall, whether I was supposed to have zero at the end of the game or between levels. I also didn't really like the floatiness as others have pointed out. However, good work otherwise, especially for a one-man project!
I see your point about the "levels." I suppose I don't have to call them that, or anything, but wanted to give the player some sense of progress. And how far they had to go. The only score that matters is the one at the end. Thanks for playing and leaving a comment!
Nice game. Would be nice if it was clearer which items gave what score, but I like the idea.
Think it'd be nice if the player was a bit less floaty
Yeah, I only intended the game to be floaty in the Easy mode. I know how to fix that, and then it's a matter of testing.
Great idea, a bit of rough execution. At certain points I glitched through the floor and the jump felt a bit akward and floaty.
Thanks for the feedback.
Cool idea!
Great idea! The puzzle aspect of it was fun, but once I'd reached 0 points I could simply stand on the orbs and wait for the loot to appear and pick it up to just nullify it.
As others have pointed out, the execution could be improved upon. Something I struggled with a couple of times in the beginning was when I reached for the door and went a bit too much to the right and fell out of the screen bounds.
Also I personally felt the text explaining the lore was a bit too long. I feel if you made it more interactive/ part of the game, it could really improve upon the setting.
Also one thing I kept thinking while playing was "what level am I on" after the text showing the level disappeared. Perhaps leave that in?
Also one last thing: I think it'd improve the experience if the door didn't only trigger "OnEnter", but also if you're already standing in it when it unlocks.
All in all it was fun to play!
Thanks for this very detailed comment! It will be helpful in refining the game!
The concept of this game is quite nice but I think the execution of this game could be improved.
I was surprised to see the level's collectibles randomly generated each time! While the jump feels a bit floaty and uninteresting, I like the simple idea and the story behind it :). I wonder what the game would be like if it focused more on the puzzle aspect. Good job on the entry!
Thanks for your comment. It's perceptive because I am interested in developing the puzzle aspect. As for the floaty jumps, I am not great at playing platformers, and I was the only play tester!
like the idea but the execution is a bit rough. keep on improving!
The mechanics are a bit hard to understand at first but I like the concept of the game :)
nice idea returning loot it was a bit confusing at first because the door to the next level is sometimes a bit buggy
The Game Is Good! I Not The Biggest Fan Of The Art But Everything Else Is Just Fine :D
I really enjoyed the floaty-ness of the character, great game! It would be cool if the orbs subtracted a different amount than the item that appeared, once you get to 0, I became focused on just grabbing the orbs and what they dropped.
Could definitely see this mechanic expanded upon!
I get what you mean about staying at zero by grabbing whatever is spawned by the orb. I'll have to give that some thought. Thanks for the comment!
Nice and simple idea. Well done for getting something submitted.
Controls and graphics could get more love. I have failed to undersand the mechanics
Thanks for playing. The on-screen controls are tricky. I prefer to use the standard keyboard controls myself (arrow keys).
I had a bit of difficulty proceeding with the stages - but otherwise good idea, even though you could make it more clear how it fits the theme
Thanks for the comment. My thought was that having the character giving back (losing points to zero) was a reversal of the norm for such characters, who usually just collect stuff and try for a high score.
Pretty clever, and those jumps - they must have rocket boots or something
I think the only thing I'd call out is the time delay on the score update, you'd collect something then have to wait for the number to update before you find out what to collect - It may be interesting to have a little slider or meter that you try to keep in the center, it may make it a bit more clear
Good job overall
Thanks for the idea. I'll try out having the update in the center when I revise.
Im not sure how it fits the theme but maybe im just stupid
The game was simple and sweet! I personally enjoy air-y, high jumps so it definitely added to my enjoyment :D I think the "healing wounds" could have been a bit more visually clear.