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Reviews for "So Much Money"

the game does not have balanced gravity, all the time I played I didn't feel the power of the double jump at all and the "heavy" stone itself doesn't have good grip, falling down repeatedly bounced me off the platforms, if you plan the next part - balance it

The concept of the game is great, I think we've all fallen for collecting meaningless coins & tokens in games many times. Unfortunately, the game doesn't provide many interesting choices. There's no reason to try to collect money at riskier places, since most of the money is in safe places & you can always go to the next level without reporcutions. You also start noticing repetition in the randomly generated levels within minutes. Finally, just collecting as much money as possible is a grand goal you'll never meet, so I would add smaller, more digetable goals to keep the players interest. For instance, perhaps you can only pass on to the next level once you've collected a certain amount of money (which becomes more & more).

By the way, did you make the art yourself? Because everything feels slightly out of place. The background is monochromatic with a very different color palette than the high-contrast foreground. The bright green of the money counter also doesn't fit in with the other, less saturated colors. The resolution also appears to be different for everything, which is especially noticeable between different money pieces. And the sci-fi looking goggles on your character also feel a bit random, and the particle effects & exit are the only things that are transparent & fading.
Most of the art looks great, but these inconsistencies make it feel off. I would advice sticking to one color palette & resolution (this limitation also does wonders on your creativity).
The music also doesn't really fit in.

By the way, given that you make many games that all seem so vastly different from each other, where do you get your inspiration?

Is there a point to collecting the cash?

Like upgrades?

Fun game! Solid design, tight controls, cute pixel graphics, good music.

Some suggestions:
Maybe lives or hit points?
Should be able to stand on the box in the middle of the spinning chains.
The thin platforms have a weird quirk - sometimes when jumping at them from the side they block you. They should let you pass through, like when you jump at them from the bottom. I notice this mostly on tall room that I have to climb up, sometimes I miss jumps because of it.
Spring boards spring you up even i you come to them from the side, even if you don't stand on the spring board.
Spikes hurt you even if you don't fall on them, even if you just touch them on the sides.
Maybe a little mini-map in the corner?

Neat concept. I'd like to see this fleshed out into a more polished, cohesive game