I always chomped my empty hands, well played :D
Play Jam
Treasure Muncher's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #10 | 4.471 | 4.471 |
| Audio | #13 | 3.882 | 3.882 |
| Originality | #20 | 4.059 | 4.059 |
| Theme | #32 | 3.882 | 3.882 |
| Overall | #33 | 3.613 | 3.613 |
| Accessibility | #47 | 3.235 | 3.235 |
| Fun | #95 | 2.882 | 2.882 |
| Controls | #103 | 2.882 | 2.882 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.4.1
Game Description
Help your dragon friend repay their debt by eating treasure
How does your game tie into the theme?
You have to consume treasure in order to carry it home
Source(s)
N/A
Discord Username(s)
ScruffyBrush, Noxid_, monsieurhonhon, mrjackiedees
Participation Level (GWJ Only)
1
Comments
I really like the idea behind the game, storing shinies in your belly, and throwing them around to unlock chests. The art style is also good. I did have a few bugs, with shinies jumping out of the level or in unreachable locations. Also, the game not pausing when you die meant I could continue to play while the death screen was visible.
Would be nice to see this fleshed out further.
Really nice game :) Love the core inventory mechanic. The artstyle is gorgeous, really love Sifa !! As ideas to enhance the experience, I would've liked more visual indications on where to go and how to complete the game objective. I was a bit lost at the beginning but past that, the game is great :)
Really cool game! The core mechanic of the character being the inventory system is really cool, especially how you can dual wield items and store them separately with each hand. I really like the character designs, and the low poly visual style is executed very well here!
I feel that some aspects of the gameplay should be explained in-game (either through text or visual indicators), including how to enter the cave from the dragon's hoard, how to put money into the hoard, and the overall control scheme. While I eventually figured all of these out and could play the game without issue, it took me a bit to get to that point.
Other than that, really nice work here!
Oh! I've tried playing your game before but I assumed there was a bug that prevented me from playing it - I didn't realize that I had to go left to enter a new area
This is actually really fun, I really like the graphics with the dithering and the characters were cute
I wish there was a bit more to do though, maybe a highscore or different areas to explore. For some reason it also says "You won" after only submitting 200 for me, that can't be intentional
I really like the basis you've created here, the sound design fits and I was having fun, maybe add some more content in a post jam version?
Thanks for the feedback!
Yes that's definitely a bug! Right now I think all dialog triggers all at once without checking the intended progress condition(!) We fixed that and some more bugs we'll patch in for sure :)
Me and noxid are working on bugfixing, maybe tweaking the balance and map right after jam ends, will let you know when it's out for comparison.
Not sure if we'll add entirely new areas/features yet but might revisit it at a later date or at least for sure reuse the characters/voice system maybe in another jam or hopefully full game some day. Sifa had been sitting around as a complete model with nothing but a walk cycle for a while, very happy we found a first home for her!
I liked the idea that instead of having a backpack inventory, the player is the inventory
Before I even start commenting, I have to say, I love Sifa, the highlight of the game for me!

I had some small issues with items getting stuck on the top of the walls or going through the walls but honestly this was such a cute game, I love the idea and the dialogue was great. Your team really did a good job of adding so much personality to these characters :) The art was really cool too honestly, the minimalism and low poly were done so well and added so much personality to the game. Good job on this!
Truly a bizarre game, being able to store your items in your stomach and the neat little animation of pulling them out of your stomach was cute.
I also liked the dialogue from the dragon, some funny stuff.
The low poly models looked great, feels like you could expand on this some more.
Only thing that stood out as an issue was getting back to the dragon you just had to stand in the middle of the level, I feel like a cave door or something on a wall to enter would have made sense.
This was a really fun game! I really enjoyed the exploration gameplay and art style you went for! One thing I would recommend is to make it easier to know how to play at first. It may have been just me, but I struggled to find the way back to the cave for a while until I stumbled into it. After figuring everything out though, this was a really nice experience and you all did a great job!
I really really liked the artstyle! The big green dragon is really cool!
I don't generally enjoy narrative games, would have liked a more concise way to understand what to do / what my goals were without reading so much dialogue
Cool art style! Is the dragon half 3D - half sprites?
Interesting concept! I had an issue where items were getting stuck in the walls and it made it to where I would have to reload. I really like the art and the voices for the dragon and kobold!
Loved the art style. Little strange that eating while nothing is in your hand damages you. (I guess you're biting yourself?). Having two separate hand slots is neat but I don't feel like it adds to the game in any meaningful way and just adds unnecessary complexity. Also I was able to just pull out treasure from my stomach without ever going into the dungeon.
You indeed bite your hands if you try to eat with an empty hand twice. A little joke that we unfortunately didnt have time to properly implement. I dont know whats up with being able to pull a treasure before the dungeon but I will call this a feature and pretend we meant to do that to save face, if you know what I mean. Thank you for playing and for the feedback.


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