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The concept sounded interesting though it seems to have been rendered mostly useless by the fact you can just drop them anywhere and honestly it was more fun to pick up the coins and go crazy with the physics than it was to avoid them for me personally.

Some feedback:

  • Having no restart button was painful when I moved a box the wrong way etc. since I had to reboot the game.  Though that could be classified as a QOL it's still helpful.
  • The fact you can drop coins makes the majority of the games concept null and void.  There' not really a reason to avoid them other than the possibility they might get you stuck and the fact they seem to block jumping because of the physics.  But since you can drop them anytime anywhere it doesn't really matter.  I feel like the fact you can drop them could be interesting as a mechanic using them for something etc. to force this basket that doesn't like them to have to traverse with a debuff to get something or buy access somewhere but otherwise it removes the only "obstacle".
  • The level design was relatively simplistic though there were some interesting parts that capitalized on the weird physics from the coins which were interesting, though I'm not sure if they were intended.  The fact that on some of the levels you could soft lock yourself was a bit annoying.  Specifically on the one level with a box on a tiny platform you have to attempt to shove it off one way one way only.  That's down to more specific level design issues though so particular feedback for that is hard.

This was an interesting concept and I feel like if you went full into the fact of forcing this "Basky" to pick up coins with the physics and use it for getting past obstacles or purchasing access to areas etc.  Since the point is the basket doesn't like having coins in it, the reason could possibly be that it likes being fast and being weighed down is annoying, but that could become a mechanic possibly?