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Gold Rusher's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #15 | 3.667 | 3.667 |
| Use of the Limitation | #27 | 3.455 | 3.455 |
| Overall | #42 | 3.379 | 3.379 |
| Presentation | #51 | 3.424 | 3.424 |
| Concept | #77 | 2.970 | 2.970 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity, Adobe Animate, Adobe Photoshop
Use of the limitation
After a short time upgrading your start gaining incredibly massive amounts of gold
Cookies eaten
5
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Comments
I was following your dev posts for this one game on discord cuz I found it very interesting :P A clicker game was definitely needed for this theme :D Very clever route and great execution. GG!!
Thank you for playing and for the feedback!
Really nice UI design. Kept me entertained the entire runtime.
Thank you for playing!
I got so much gold, the game didn't even know what to do anymore.
Excellent! Thank you for playing!!
Nice and extensive clicker! GG
Thank you so much for playing and for the feedback!
Fellow "number go up" buddy! Really well made!
It ramps up a lot faster than mine, but the player in mine isn't the overpowered one so it makes sense.
I feel the "tutorial" screen at the beginning is largely pointless. The layout of your buttons and UI is intuitive enough that one can infer what everything does fairly quickly.
The equipment is probably the weakest aspect of your game. I don't mean from how many clicks it gives you, but from a design perspective. They're pretty much inferior, cooldown restricted clicks. Even if you were to balance how many clicks you get with the basic click ability, the current equipment would be a missed opportunity. I think that only one of them should be purely "activate and get lots of gold" and it should be a substantial amount of gold gained. For the other equipment I would like to see mechanics that change or influence the game in other ways. For example, activate to go into overdrive mode and double your clicking potential for a short amount of time.
I think you did well with the time we had though, and I can't blame you for the decisions made. 72 hours is not a lot of time.
Nice game!
Thank you for the very detailed feedback, i fully agree! The equipment was last to go in and I had originally intended on it being much more powerful, but I didn't have a lot of time on Sunday to actually test and balance. I ended up only having 2-3 hours Sunday to get the menu, SFX, equipment costs/power and build/upload (and make sure unity didn't break it on the build lol). I usually overscope by a LOT, so I was very pleased that I actually submitted something playable.
Yea that Sunday time crunch was insane. I also overscope so I know the struggle haha.