Welcome to our game, Greedios! You’ll play as an adventurer who constantly collects items and combines them at the shrine of the mysterious God of Greed (Greedios).
We’re a two-person dev team, and our goal for this Ludum Dare was to create a prototype with a consistent art style and fully functional core gameplay: platforming and item merges.So It's gonna be like: Beyond the original art and mechanics, our demo includes everything a full game should have — level design, scene transitions, music(It's a clip from Gold and Silver Waltz choosed and edited during the project), and sound effects. And the great news is: we did it!
Special thanks to our programmer Magnetism, who not only designed the gameplay system but also worked almost nonstop for two days to make this huge goal possible — all while taking care of my emotions and picking up the extra load after I got food poisoning on the first day of the jam. His incredible drive and resilience made all of this a reality. Hooray, Magnetism!
This jam opened up a brand-new direction for me. I had never developed a platformer before, but this theme gave me both a strong narrative concept and a gameplay inspiration. Although the story and narrative didn’t make it into the demo, we already have a full narrative world and character background in progress — and we plan to keep developing the game beyond the jam. We also created an adorable protagonist and a truly intimidating depiction of Greedios, love it.
This has been such a fun adventure. See you next Ludum Dare!
I didn't get exactly how the item collection works, or why we have an umbrella and the moving platform was also really hard. Liked the scenery changes though! it helped to establish what the game is a bit
First of all, congrats on making a game and publishing it during the jam! While the game sounds very interesting, I struggle to understand how or what exactly I'm supposed to collect and combine. Some tutorial, even if text in the post, would help a lot here. Another thing I had a hard time with was the inconsistent movement speed. The game should preserve the player's momentum when they jump, not slow them down. Lastly, I'd love to see the platforms moving the player as well. It feels very slippery the way they currently just move away.
I am going to echo @mihu's sentiment here, I think my biggest complaint is not knowing what to collect and how to collect it. I assume that the umbrella has something to do with it but I only managed to use it to randomly make things fly across the screen. A short description on the game page explaining the controls and objective would be very helpful. I don't want to rate it without having played it the right way
irst of all, congratulations on your first game—and hopefully not your last! You have built a nice platformer with a lot of potential that could certainly be improved upon.
As others have already mentioned, adding a tutorial (whether in-game or written out) is one of the easiest ways to explain your gameplay, especially when it can sometimes feel a little counterintuitive. Since we are all operating under a time constraint, I know that's really hard to implement.
But I truly hope to see another one of your games in the next jam!
Great starting point. The controls where confusing until I noticed you can use the mouse to use the bat. The other problems where already stated but that could absolutely be fixed. Keep up the good work!
It's a bit regrettable that I can't jump to other platforms, and the falling items don't help either. It's quite strange.It's a bit regrettable that I can't jump to other platforms, and the falling items don't help either. It's quite strange.
Comments15
While the game sounds very interesting, I struggle to understand how or what exactly I'm supposed to collect and combine. Some tutorial, even if text in the post, would help a lot here.
Another thing I had a hard time with was the inconsistent movement speed. The game should preserve the player's momentum when they jump, not slow them down.
Lastly, I'd love to see the platforms moving the player as well. It feels very slippery the way they currently just move away.
Good job! Thanks for the gaming experience!
As others have already mentioned, adding a tutorial (whether in-game or written out) is one of the easiest ways to explain your gameplay, especially when it can sometimes feel a little counterintuitive. Since we are all operating under a time constraint, I know that's really hard to implement.
But I truly hope to see another one of your games in the next jam!