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Treasure Scales's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1519 | 3.236 | 3.889 |
| Enjoyment | #3561 | 3.143 | 3.778 |
| Artwork | #4594 | 3.051 | 3.667 |
| Creativity | #4696 | 3.236 | 3.889 |
| Audio | #5852 | 2.496 | 3.000 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Each level has a timer that kills you if don't complete the level fast enough.
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Comments
I enjoyed the aspect of trading coins for time. I also liked how much time you were given because it felt like you had to rush like you couldn't take your time. Which is a good thing for what the game is about.
I also liked the maze like map because it felt like you were lost half the time, which again is a good thing.
I would have liked the map boundary walls and the floor to be more distinct from each other. I had trouble tellung the difference and didnt notice turns or kept walking into walls.
I also wouldve liked the dialogue to display the full text box right away instead of a slower feed that you have to wait to read.
A fun little experience that was a fun 5 minutes
Only problems I had was that text boxes were a little slow, and my aspect ratio was bugged with my 4k monitor so I was able to see more then I should have been able.
Was a nice little journey and concept
I love the fact that you used the Godot Guy!
Interesting concept, (and also very familiar, my team and I did a game with scales for GMTK 2023, haha). The story seemed interesting, and like snikkers said, sacrificing treasure for more time to get treasure is a cool back and forth that does make the game more engaging. The fighting and UI could use some polish, and the dialogue take a while to fully play out. I think adding a “skip to the whole dialogue being shown” mechanic would be nice.
I really enjoyed the concept here! The literal balancing of the scales and sacrificing of treasure for more time is a very engaging way to implement the theme so great job on that. My only concern for a longer game would be you're encouraged to explore the map but you'd need to go back to the timer to refiill I guess? Doing it remotely, or having smaller timers you can add to around the map would work best I think.
It's nice that some time was spent on the narrative and text boxes (though ironic that they are quite slow haha), definitely intruiged me.
Obviously a bit more polish on things like UI, animations and sound would be nice but understanable in a short jam.
Overall keep up the good work and congrats on getting it submitted.
Glad you appreciated the design! The main goal of the design was to focus more on time management and budgeting resources, but I can see why you thought it was more about exploration. I didn't execute on the design too well. You do make a good point about the text boxes XD. I was more focused on making sure slower readers could still read everything. I'll make sure to add something to control the speed of text. I was very aware of the lack of polish, but that's something I can add to later editions. Thank you for the feedback, I really appreciate it!