FoonLudum Dare ExplorerLD44 → Golem Gets Gold

Golem Gets Gold

By woofdog99 and JasAcken

View on ldjam.com

CategoryRankScoreCount
Overall3.3512
Fun3.3512
Innovation3.0012
Theme3.5512
Graphics3.8012
Humor2.8110
Mood3.5511

Comments

pixel-error 2019-04-30 02:09

You forgot to put .dll file!

woofdog99 2019-04-30 02:16

@pixel-error, I didn't forget, just couldn't. my computer couldn't handle the export for dll, sorry. And believe me, it's not easy finding an HTML game let alone a good one.

nathaniel-jensen 2019-04-30 02:16

Well, I'm not really sure what to do to beat the game. I feel like I got everything in the level. Could use some instructions. The look of the game is pretty good though.

trifectuh 2019-04-30 02:19

Good job! FYI I had to move the .exe into the data folder to get it to run. But once I did I had a good time. Like the dark aesthetic a lot

woofdog99 2019-04-30 02:30

thanks you two! @nathaniel-jensen I don't know if I can change the itch.io description to be a guide.

@trifectuh that's some helpfull information. I have a mac so I wouldn't know.

2019-04-30 03:34

great job, liked the pixel art of the game and gameplay

woofdog99 2019-04-30 03:39

Anonymous! Thanks

gullyngames 2019-04-30 21:03

The game was pretty fun. I had trouble finding the exit for the first level, but I missed some spots, and found it on my second try. Great work!

gelisam 2019-05-01 02:02

It took me a while to figure out what it was the red gems which filled my time back up, not the coins. Since I'm a golem, not a feeble creature, I expected to be able to fight the monsters somehow, but apparently they can only hurt us? That's a shame, because the layout is such that hitting them feels unavoidable sometimes. I didn't feel like my skills mattered, I was just picking rooms randomly, usually away from the monsters, and being punished for picking wrong.

I think one easy way to make the gameplay more strategic would be to drastically lower the rate at which our life drops. Now instead of being a game about running around randomly and furiously grabbing everything we can while hoping for the best, it becomes a game about strategically spending life points to kill the monsters, and then remembering where we left the unopened gems we need to heal back up. And once we find the exit, we again have an interesting choice between risking to continue exploring vs banking our gains. With the current system, continuing to explore feels way too risky to be worth considering.

Since levels 1 and 2 were so similar to each other, I was not motivated to accumulate the gold required to open level 3. Maybe if level 1 only had monsters, and then just enough money to unlock level 2 at the end, if level 2 had gold scattered about, and then a final gem in the end which you could use to go back and explore, and level 3 had gems scattered about, allowing you to explore a much larger maze?

gelisam 2019-05-01 02:41

Oh, one more thing: I kept getting stuck on the sides of the doors, that was annoying since it made me lose time, and even more annoying when it caused me to get hit by a monster. Aiming for the middle of the door is probably not the challenge you had in mind when you designed the game, so I recommend using some invisible diagonal colliders on the corders of the door, to funnel the player towards the center of the door.