FoonLudum Dare ExplorerLD58 → Bog Bailiff

Bog Bailiff

By raylond and Lenstar

View on ldjam.com

CategoryRankScoreCount
Overall3893.5128
Fun3413.4229
Innovation5562.9629
Theme4123.6429
Graphics4463.5329
Humor4142.9325
Mood6233.1325

Comments

anyingsama 2025-10-06 22:35

It's a roguelike game that I really like, combined with the gameplay of backpack management! I also really like the art image of the protagonist, this ugly frog! There is a very complete roguelike route in the follow - up, allowing for long term play. One thing is that I think it would be better if items of different levels could be presented more directly, which would be more convenient.

tayho 2025-10-06 22:54

Very adictive ! Very well played. Just not beeing able to change your stuff during a fight is a bit frustrating because you can't directly equip your new equiement. Overall it's very good game. Good job !

doctor-zeus 2025-10-06 22:57

:warning: Quick heads up, for me the tooltip info for equipment is always cut off the left half of the screen :warning:

I do like a good strategic battling game! The idea that you can only change the items equipped to your inactive loadout is neat. It adds a bit of fun planning and mouse dexterity to gameplay, since you can think about your ideal organization as much as you'd like before clicking.

The collecting loot idea fits the theme well, and I like the silhouette interface used to show off what kinds of items you brought back from your last play. Related, the artwork on the whole is really fun. our main frog's design is pretty whimsical (feather sword? no wonder the pen is mightier!) and the insectoid enemies are fitting antagonists.

In the small chunk I played, I was very interested to see if the equipment swapping would become an important "active" part of play, but it didn't end up working out that way for me. Could be that there are incentives to do it that weren't clear to me yet - with more info or improved understanding I might have tried pursuing it more.

There could be some pretty blunt ways to incentivize swapping during combat (items that only recharge while inactive, items that are stronger the first time they hit) but it might be a bit of a balancing act - fiddling around with pools of inventory constantly might distract from the higher-level decisions you want to focus on. Not sure.

I know that games with abstract interactions (not-action-ey ones) can involve a lot of code work behind the scenes. Deciding how to communicate info is hard too, and I think you invested good effort to make this stuff understandable & interesting to play with.

I don't exactly remember the jam's policy on post-submission bug-fixes, but if you're able to get that tooltip info somewhere more central on the screen I'll definitely come back in and try diving more deeply into the bog... to see what strategic terrors wait within.

toastercosplay 2025-10-07 04:38

this is great, i love the sprites and gameplay. it would be nice to see a bit more item level info, i had to figure that out, but otherwise great.

raylond 2025-10-07 09:08

> I don’t exactly remember the jam’s policy on post-submission bug-fixes, but if you’re able to get that tooltip info somewhere more central on the screen I’ll definitely come back in and try diving more deeply into the bog… to see what strategic terrors wait within.

Hey, thanks for a great feedback! I figured out that the problem with tooltip being cropped by the screen is connected to game being fit in the screen vertically, so on some screens like Mac 14" for example they would be cropped. I will definitely fix it a bit later, as for now it should work fine on 16:9 screens - my bad, didn't test it on anything else

towercrane 2025-10-07 10:27

i like frongs

ira-baciu 2025-10-07 11:36

A small gameplay guide would be nice

raylond 2025-10-07 14:12

> A small gameplay guide would be nice

Added the short guide to the description

faithcaio 2025-10-07 14:20

I like it. Getting CD to 0.5s is op.

gat 2025-10-07 17:01

I ended up playing this for way to long. love the gameplay loop, I think some basic sounds would have gone a long way. really nice submission, good work.

gloogsquad 2025-10-07 17:06

Simple and nice!

rol 2025-10-07 17:06

I like the idea that you can't change the primary belt during the battle but can swap the secondary one, making player consider the backup equipments and have more motivation to collect. It might be better if coins gain from selling items are reduced,since I found I got too many coins from the beginning and get update too easily. And maybe you can make the equipment level more obvious in UI(like showing a number near its icon) so that player can tell the difference between two equipment of same type and icon

dr-braur 2025-10-07 17:09

Haha, we did Beaver Bailiff (https://dr-braur.itch.io/beaver-bailiff) and you did Bog Bailiff :)) When it comes to your game, it feels strong and confident when it comes to the game design. I played one run and I felt hooked. The execution is also pretty nice, but it clearly lacks any sound design and maybe a little bit UI clarity. Good job, thank you for the game and take care!

alstegodev 2025-10-07 17:32

BOG PERSISTS!

borbag-uskada 2025-10-07 20:54

Super fun to play

Balance is so so, too much items are too long to cast to be effective, it's either you one shot with other items, either you're dead before But of course, balancing this type of game is a long process

Anyway it did not prevent myself from launching fights again and again, it's super addictive, nice job

mrv 2025-10-08 00:41

simple but nice

dendi-life 2025-10-09 13:13

thats good, it reminds me slay the spire

jasminej2003 2025-10-11 05:08

nice graphic

lespaul59 2025-10-14 18:00

love the mechanics and the graphics, but i didnt had sound or music. are there sound and music? it would be nicer with. besides that great job!

transkuja 2025-10-18 17:32

It was a nice game to play while I'm eating haha

ingi 2025-10-22 19:48

I really like the core mechanic. From the screenshots, I thought it would be another complex jam game that takes 20 minutes to figure out, but the item cooldown system is actually elegant and simple. The progression feels great — definitely worthy of a full game — though the lack of an ending was a bit disappointing. I played up to around level 40!