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(+1)

I had to read the comments to figure out how the theme was at all implemented. (To anyone confused, you can buy upgrades that make you drop more money when you die.) I didn't know what the weird "$" thing was but I bought it anyway. I didn't really notice the difference.

To be honest, I found that the gameplay got stale after some time. It was just "kill the monsters, buy upgrades, move on". It felt satisfying when the skellies didn't do any damage to me because of my shield and I could just stand there. Also, when I bought the wand, I dragged it into my weapon slot because I thought that's where it would go, and then I couldn't equip my sword anymore, which make the rest of the game unbeatable (I think).

Overall, I think you could be clearer with how the game is meant to be played and maybe add tooltips to tell the player what each item does. It was certainly an unexpected game to play in a game jam, so well done on that!

This happens when people are honest! Thanks for this feedback. I genuinely appreciate it. :D

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Oh damn you actually played our game! If I can ask one more favor, forget the jam and forget the rating, can you check out the updated build. I'd love to get your feedback on the version that's further down the line and closer to what we intended. I really just want to take this idea as far as I can.

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Well, it's certainly more polished and atmospheric. I would still recommend adding a written tutorial of sorts though because I don't think just writing the number on a scroll makes it more obvious what it actually means. Maybe you could also add different varieties of enemies: ranged, multiplying (e.g. slimes in minecraft), maybe insta-kill...

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Thanks for taking the time bud. We're probably going to wrap up development this weekend, but we'll definitely focus on making sure the player is informed. Insta-death is definitely something we might work with.

Hope to catch ya in another jam or something.