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(+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.

(+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.