FoonLudum Dare ExplorerLD58 → Hoarder's Remorse

Hoarder's Remorse

By cartmouse

View on ldjam.com

CategoryRankScoreCount
Overall2903.6328
Fun2483.5728
Innovation5083.0528
Theme6243.2128
Graphics4803.4828
Audio2163.5928
Humor1
Mood4173.5128

Comments

oxropy 2025-10-07 00:43

nice game, at some point it's just throwing 4 bombs to kill the current enemies and use the magnet to get the items faster :D Screenshot_20251007_024044.png

cope 2025-10-07 03:59

I like the art. Nice game

doctor-zeus 2025-10-07 04:20

I had a similar experience - at some point your bombs will damage every enemy as they spawn & then you're riding the gravy train.

I like the assets you put together here. The look & sound of the game is clean & consistent, and the soundtrack matches the action well. The one-screen structure keeps the scope small, and you've got the boss encounter for a change-up. I like the arrow aiming indicator too, it's a nice touch that I've liked in other games too.

Gameplay-wise, the mechanics are pretty familiar. Moving to group enemies is normal twin-stick shooter kind of feeling. The active items you trigger are neat, but I didn't end up finding much need to use them. (some are quite strong, though. The spike item makes you immune to contact damage?) The game's scaling took me out of control pretty quickly, so I didn't end up needing to use something outside of normal bombs after a little while.

Maybe throwing in one more type of enemy with different behavior would have given me use cases for the items. Since the ones we've got always chase straight at the player, maybe having some that launch projectiles in a static pattern (not directly targeted at the player) would create some extra interest & tension when the player's trying to kite the swarming bad guys. There's probably a lot of ways to tackle this, though, and battling time constraints is always a challenge.

A minor additional note: For my personal taste, I think making the game have a definitive end (rather than scaling to infinity) feels good for a jam game. Even better, throwing in a little timer or something like that gives players a feeling of completion, and maybe sparks a bit of competitive spirit in folks.

If you've got the time, throwing an exclamation point at the end of a short-and-sweet experience is my preference.

But that's a matter of personal preference. Again, good work with the spread of assets you made, the scope you selected, and the way you pulled it together into a complete package!

lefinno 2025-10-07 09:03

smooth controls~

tamino-laub 2025-10-07 09:09

Had a lot of fun with the game. Felt reaaaally nice to play. Good job <3

kalbshack 2025-10-07 09:21

Nice game, good graphics and sounds. Gameplay wise I also just needed/used the decoy and normal bombs. Is there an endgame/goal? Would be my only critic, since it's unsatisfying to not be able to finish the game. Played around 15 min :smile: Good work

tesseus 2025-10-07 15:13

Really nice atmosphere and a consistent and fitting style. The character has nice speed to them which I love.

nuzcraft 2025-10-09 13:57

This is really good, I like this idea. I ran into the same issue as others where eventually all the enemies take the same damage. Outside of that, it feel like each powerup has a good use case, and you're incentivized to use them up since they replenish. Good job!

skale 2025-10-09 14:01

Very addicting gameplay with cool art and amazing music

anima-animus049 2025-10-09 14:04

nice game! the pixel style and the music matches the atmosphere excellent, i believe it will be an wonerful game if polished later

gonulgaye 2025-10-09 14:58

nice game :3

deadcode 2025-10-09 17:07

Fun game! Really liked exploring all the different items!

jscommander 2025-10-10 07:09

Hi, like your game concept - using items as health is a good idea. Soundtrack is really catchy, love the metal part of the song. Pretty solid game, congrats! Sometimes it's possible to push the boss into a wall tile using decoys :)

eugenik 2025-10-10 13:54

Wow, great game, I love the art and the concept

kapricorn-media 2025-10-10 18:15

I really like the weird vibe this game gives off haha. I appreciate that the soundtrack sounds like it was made by hand and it does not sound like some AI slop. Very enjoyable.

lukewaffel 2025-10-10 21:19

Really fun to play! Seems that I found some kind of bug that insta-killed all visible enemies with 2 bombs, but it was super satisfying either way!

nassshie 2025-10-11 20:28

visuals are great! loved it

nassshie 2025-10-11 20:29

sounds when you are attacked are so fine and funnyy!!! the music is cool as well!

vasea123 2025-10-11 20:42

Game is a bit too easy, sounds are cool but when you kill too many mobs at once the soundwave is too crazy

makoteam 2025-10-12 13:55

Cool game but what do you do when you're out of bombs?

automatonvx 2025-10-12 23:11

Feels like it needs a little bit more polishing, e.g. the room transitions, a bit buggy (sometimes I seem to wipe out all the enemies when killing one etc.) I like the idea of having some secondary items I can use, although trying to tab through them when running around and shooting feels awkward. Also running out of bombs and having nothing you can do feels bad when it happens. Quite liked the music loop.

blackcat508 2025-10-15 20:11

cool simple game, i like the art!

euler-moises 2025-10-17 02:50

I got pretty far, but I haven't figured out if it's endless or not. I killed a lot of slime and slept peacefully last night.

Congratulations.

LD58.png

filgru 2025-10-19 05:27

Very nice take on the theme! A few times I entered the next level too quickly and didn’t collect enough bombs to beat the boss;) Cool graphics and music. I had a lot of fun! Great work!

nbumgardner 2025-10-22 03:06

The icons are distinct and compelling, leading me to wonder what crazy combat awaits inside the game. After finding some invincible strategies on later stages and winning while standing still except to enter doors, I figured the game is more of a sandbox for trying the different abilities of the game. For that I think it is fun, and the addition of enemy variety might make it even more fun in a post-game jam version.

For the SFX I recommend trying to set a lower _Max Polyphony_, like 6, on each of your _AudioStreamPlayer_ assets. The growing audio of 100 enemies dying at once might be fixable by limiting how many simultaneous sounds can be played, or somehow capping the maximum volume to protect your players' eardrums.

Also, one quirk of the in-browser build was if I click away, I have to use up a bomb to gain focus on the game again. Giving unlimited practice bombs at the beginning was a great idea too.