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A jam submission

Crypt of GreedView game page

A top down dungeon crawler where you need to collect coins without getting caught by the spirit of greed
Submitted by GoblinKnuckles (@Goblin_Knuckles) — 51 minutes, 26 seconds before the deadline
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Crypt of Greed's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics/Animation#194.3064.306
Theme/Limitation#264.1394.139
Overall#273.8943.894
Technical Implementation#533.6943.694
Fun/Design#553.8063.806
Music/Sound#703.5283.528

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game utilize the limitation and theme?
You go out and explore an underground room to collect a key and coins in every level, and then have to return them to an altar, and ultimately return to where you started to go to the next level.

What was your team size?

Solo

You worked alone

Which of the following content in your game is NOT 100% newly made for the jam?

Music/Sound

Affirm you have followed ALL jam rules. (Select all below or your entry will be disqualified.)

We have credited all assets used in the game including our own name(s) or team name(s)

All original game code and original assets were made during the jam period

The game does not include NSFW or hateful content

The game works on the web or as a Windows 10 download

We have answered all submission questions honestly and completely

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Comments

Viewing comments 8 to 1 of 28 · Previous page · First page
Submitted(+1)

The art is so cool that bob ross would like it.  The sound design is good as well, but I found the gameplay loop to be frustrating. This is not because of the way you did things or implementation, but because of the main idea. Usually I don't like getting slower or being chased, without being able to  do anything about it. But this is just because I am like this, the game could be fun though.

Developer(+1)

Thanks for the feedback! I had some ideas for other movement options that unfortunately had to be cut for time, but if I flesh it out more I agree I'd like to add some things like ways to distract the ghost or drop coins strategically.

Submitted(+2)

You asked for it.

I found myself dying whenever I didn't grab the key first.
Because coins pre-key are worth 1, if you don't go for the key first, then you have to spend more time with a faster ghost, increasing your chances of losing. So you're effectively encouraged to ignore the coins first, make a pass of the level and grab the key first. And that would be fine, IF some of your hallways were built so tight that you are forced to pick up coins if you go down them, which takes player choice out of the equation and forces them to pick up coins despite how they want to play.

So basically, you're rewarding players for going through a faster version of the game, and then punishing them because they thought a hallway was wide enough to slip by without picking up a coin.

So basically, you have it backwards, the less profitable route is harder. So if people don't realize this, they're going to have a really hard time, despite their skill level. 

On top of that, I got like..... 7? levels deep, and I spent forever running through the map trying to find a key that I just could not find. Is the game winnable?

(Otherwise though, I thoroughly enjoyed it, the levels and ghost speed are built well enough that each level felt like I was winning by the skin of my teeth, but if you wanted a reason why people think the game is too hard, the above reasons should do. lol)

Submitted (1 edit) (+1)

I like your comment because A) It's not just being rude and B) It was honest. Imma check out your game for this.

Submitted

I call myself helper for a reason. lol.

Rude isn't in my nature, but I don't think being dishonest to be nice is helpful either. :P

Developer(+1)

Thanks for the feedback! If I had more time I would have liked to have tightened up the mechanics of the ghost speeding up a little more. Currently the speed caps out at a level that's slower than when the player is holding 3 coins so it's possible to get a perfect on every level, though some are harder than others. But I agree those mechanics need to be tightened a bit. I'm also curious which level you were stuck on, because every level is winnable, and there are 10 in total. Maybe adding some sort of map or compass to help the player find the key would be a good feature to add. I think overall giving the player more movement options would help greatly. (One of the things I had to drop was a lure to distract the ghost and a dodge roll the player could do if their load was light enough.) But thanks again for the feedback, it was really helpful!

Submitted (1 edit)

I tried my hardest to find the key in that level, I'm not sure which one it is, but it's a large level.

I might just be blind, but I couldn't find it after a good 5-10 minutes of just running around the level.

Giving the player a compass, or map of the level would be a huge help in letting them plan their route. And a dodge roll would be all you'd need I think to give the player that edge to escape the ghost in a tight space. The biggest thing imo was the hallways that weren't big enough to get through without picking up the coins, they were basically a game over if the ghost was behind you, forcing you down the hall.

Submitted


This is the level I couldnt find the key in - I've gone around every corner at least 4 times...

And yes, the core idea here is great, you just need to add some mechanics to keep it from going stale.

Submitted(+1)

The art is fantastic! Extremely fun and cute. The game feels very polished as well. The theme implementation is also clever. Overall, really great work!

 It would mean a lot if you could check out my Jam submission if you get the chance. Thanks!

Submitted(+1)

Love everything about this project. There is a ton of great stuff in this jam. also love the menu secrets

Submitted(+1)

Love the art and music! I couldn't get past the second level cause the ghost was so fast at the end and i was always 1 coin short.. Movement also felt like it slowed down every time i changed the direction, not as in complete opposite direction, but if i went from pressing A to AW, it slowed down. With a bit more polish and maybe little easier difficulty i think it'd be a great game!

Submitted (1 edit) (+1)

I really liked this one :) 

the music is great and the art is really good :) 

the mechanics need to be a little more polished, like a way to get back your speed by dropping coins or slowing down the ghost by tossing a coin to him to distract him would be great :) 

in short I liked it :) 

PS :  I hope you will like mine ^^

Submitted(+1)

Well this was a very good interpretation for both themes! :D It was a dangerous take on the themes but it ends up working pretty well, I would have wanted a bit more dynamism on the movement, the character feels a bit sloppy I think!

I really liked the art, music and theme + the bag size changing with time and a bit of FF9 theater feel.

Very good job overall!

Submitted(+1)

Loved the game. Please rate mine too :)

Developer

I'd love to, but unfortunately I'm on a mac. :( I really appreciate your rating,

 though!

Viewing comments 8 to 1 of 28 · Previous page · First page