Foon → Ludum Dare Explorer → Users → b0guslaw
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2025 | 58 | Collector | 👥 | Raccoon Rumpus! | jam | 247 | 3.69 | 3.59 | 3.33 | 4.00 | 3.55 | 3.68 | 3.72 | |
| 2020 | 47 | Stuck in a loop | 👥 | Doodle-Oop! | jam | 868 | 3.44 | 2.99 | 3.40 | 3.78 | 4.17 | 3.15 | 2.63 | 3.49 |
I'm having trouble jumping on the second platform (where you first encounter lasers). Regardless a very nice submission. The art style fits the rest of the game perfectly. Well done!
This is probably the most innovative and creative implementation I have seen so far for the theme. Smashing job, the art style and audio design fits the overall package super neatly. Absolutely well done!
Captivating atmosphere, nice puzzle, exemplary graphical style. Loved it
Lovely idea and great game, absolutely loved it.
Nice twist on the concept, visuals fit the gameplay very much. Well done
Your brother should have joined you because this is a great project idea that suffers from one missing developer. Regardless great stuff!
Neat art style, nice choice of music, I wish the player would travel a little bit faster, which would make timing the jumps a bite easier. Beyond that its a fairly straight forward infinite scroller, nice submission!
Pleasing graphical look and feel, the player character sometimes feels a bit sluggish and hard to control which makes some interactions frustrating. Nevertheless a very fun game and nailed the theme perfectly
Gameplay is a little bit repetitive but I guess that's almost the point of the theme :) Very nice art style and audio design, well done
@steffo The difficulty increases with every 5 stars you collect, hopefully its not too easy when you collect many :D
@chocolat-endive Geese are evil birds and you should never trust them. Thank you for your feedback, we felt similar about the star-to-enemy ratio but we had to cut it short due to time constraints. Right now each entity as an equal chance of spawning, which will make stars feel a little sparse.
Nice aesthetic, though a little bit repetitive
Absolutely loved it. The soundtrack is great, awesome idea and amazing implementation. Good work!
Great game, clever through and through, absolutely well done.
You tried and thats what is important. For what its worth I like the level and the lighting you used in it :)
Nice game! The black spheres you are able to pick up confuse me a bit. They seem to make you smaller which in turn makes it impossible to continue the game and you have to reload the application. Maybe I missed something, regardless very fun entry, at first I was really careful but went for a speedrunning attempt not too long after.
Amazing game for someone with so little background. A few points: Adding some verticality would help spice up the gameplay a bit, and while I liked every single piece of art asset you have, they could have been a little more consistent with each other. Above all however fun game with nice looking visuals
I have never seen this kind of mechanic, where you need to scavenge for resources but can use it as ammo if you are in danger, but its brilliant and beautifully done. Very cool!
What a terrific idea, very cool!
For a custom game engine this is a fantastic entry. The dialogue system is very well done, although I wish the game would feature a bit more surroundings to make it feel less empty
Nicely done, I wish you guys had a little more visuals, which makes cards easier to identify when playing, but still cool game!
Very artsy! A bit hard to understand at the beginning, but well excecuted and super calming. Well done!
Fun idle clicker, though the early game drags its heels a bit and I still don't understand what the window upgrade does.
Interesting concept and fun game. I found the rounds a little bit too long, I think half the time would have been as fun and equally challenging. Interestingly my opponent bugged out and wouldn't move during the last 10 or so seconds, giving me ample time to build on my lead. Cool entry!
Seems like a genuinely fun game, but the movement, especially diagonally moving made me a little bit motion sick. Im not sure what it is exactly, but the choppy camera movement when the map is scrolling by feels weird to me.
Ill give it another try a little bit later, because from the few minutes I played it seems a very well executed game, fun idea and very beautifully done. 10/10 Will quack again
WOW! Amazingly pretty and well executed. The whole atmosphere, the visuals, the soundscape, everything is brought together really nicely. I only found some of the objects, like the weeds and the net too large, obstructing much of the view.
I adore the characters, very well done! I was not super fond of the sound it makes when yous shoot, but that is easily balanced out by the genuinely gorgeous character and level design. The first boss is a little bit too rough though
@khamekaze Gameplay certainly can buff out a lot, but I would recommend to keep sound Design on the almost the same level of importance as graphical design. On our game we didn't add sounds until the last day, but after adding them it brought the whole game together.
Very nice idea, and well executed art style. While this isn't necessarily my favourite genre, I still had a lot of fun playing, which goes to show good execution can come a long way.
Very fun idea and I got completely taken by surprise when I thought eating the house is a bug but turned out to be a feature. Well executed and beautifully done sprites
Beautifully done, nice take on the theme and while not intended your game works on Android in the browser, which was super convenient for playing it on the go. Love what you did there!
Nice combat and fun interactions also very good take on the theme. I had some trouble in the beginning but go better later. I REALLY like the death animation, it somehow gives the game it a very polished look and feel
Nice idea and well done on getting it done. I personally think its a bit too ambitious. Walking in sand with nothing around isn't necessarily super engaging, you should have moved everything a bit closer together with less height difference and clear paths.
I was also taken by surprise that the doors in the gas station don't have any collision. If you don't have time to make doors work, it is obviously completely fine in a game jam to ignore them, but from a player's perspective its probably better to not have any doors at all, than have doors you can just walk through, ignoring the mesh. Its just a bit jarring.
I used the first version build and also have to say the audio is rough. Very loud and I think the generator sound never goes out of the players range, meaning you can hear it all across the map.
I know I am sounding very negative, but believe me when I say you have something on your hands here that could turn into a nice full game, I just think the scope was too large for a single dev over 3 days and what I am missing is an engaging gameplay loop or a core mechanic.
The UI is a bit confusing and it wasnt entirely clear why you can swap some cards and enter others but not all or what the ruleset was in general. I like the round based fighting system, but found some UI elements to be flashing too frequently, making me a bit dizzy. The character drawings could have been more fleshed out, but I really like the concepts you were going for
Very fun spin on a trading card game, well done!
Let me get the good stuff out of the way first: I love the art style. Having the map on a table with smaller assets off to the side is a genius idea and gives the game a boardgame-y style, which works really really well. I also like the take on the collector theme, I think its genuinely very fun.
What I didn't like to much was the UI: I think some colored text during the rounds would have given a better visual feedback if an effect is good or bad or for you.
Unfortunately also, your game hard crashed for me on the third or fourth month when selected City break tax. It would lock up and crash out, no idea why.
Overall though, even the crash, what I did not like is far overshadowed by what I did like. You have a very polished game on your hands there and with some polish and enhancements I can definitely see this as a commercial product. Incredibly cool work!
What an accomplishment. A properly well done puzzle game in such a short time is an amazing achievement. I love it!
Impressive puzzler for such a short time and multiplayer too!
Very TRON-y, nice idea and very relaxing game. I could have done without the timer in the top and just keep it chill and cozy. Nice soundtrack too!
WOW, amazingly well done. The sheer scale of the crawler, all these interconnected and moving parts. I am genuinely blown away by what you guys accomplished in 3 days. What an achievement
Fun idea, the sounds got a bit repetitive and I wish the UI would have been a bit more revealing which combinations and collections are better than hours, other than that a really fun and good entry!
Cute art style and interesting mechanic that you have to stun them before you can carry them, but you can use them to stun others. I see you opted out of sound. I think some generic license free jingle would have massively helped to underline the gameplay. Its a really beautifully drawn game though!
Cool mechanics, nice idea, the UI could have been a bit clearer. I genuinely thought the game was stuck and bugged out until i realized you can click the clock. Visuals are super cozy and overall well done.
Making the game for two jams at once is a brilliant way to get exposure, but Im not sure it fits the theme of this one, or at least I fail to see how.
That does not detract from the gameplay at all however and it remains an incredibly nicely done game
very fun game, admittedly a little too hard as I got stuck on the third task and couldn't find the gnome who likes to brawl and loves daggers. Absolutely hilarious concept though and well executed. It does try to melt my GPU a bit, but the graphic settings help a lot
This seems like a great game, that would benefit from some additional instruction on how to play. I love the visuals though!
I really like the vibe you are going for, the music, the design of the models, the colors, it all fits together very, very well. The magnet feels like it could have a bit more weight to it, and the left and right movement is VERY input sensitive. But very fun nonetheless and well executed!
Nice atmosphere and well executed, but I have to say, while the fixed camera and visuals give proper PS1-era vibes, I was fighting the controls hard. More often than not the character would not walk where I wanted her to walk.
Is there no build for the game other than the source code of the project?
Surprisingly well polished and quite big in content. Well done!
Somewhat hard but very fun, well done!
Very polished but a bit lacking experience. Visually, it is absolutely incredible for the amount of time you got. I can't even begin to think how quickly you must have produced those wizard drawings. On the other hand, I found the gameplay to be not super engaging. I found myself running back and forth a lot, trying to find where the card I just found belongs.
What I really liked was the smoothness of moving around and the sprint button, which LOTS of games are lacking. Purely from a usability standpoint, it adds so much polish and niceness to the game!
Overall, still well done and you got a cool game on your hands!
Im not entirely sure what you are supposed to be doing. Maybe add a description to your page, and a screenshot for the banner would also help. Im sure you have a good game on your hands here, it just needs a bit of explaining :)
Fun platformer, Im not sure I get the connection between a lemon and Hatsune Miku but I love the art style, well executed!
Thanks for the lovely words!
@arianaraine Try hiding in a bush, the dogs can't get you there :)
@adrien-tremblay Thanks for playing and thanks for the feedback and tip! It was our first time using Godot for a bigger project and knowing that you need to Anchor the UI would have certainly been helpful :D I Playtesting almost exclusively in the editor where I never resize the window, can easily obfuscate such issues.
The animations are all hand made, except for the one where you jump into a bush, that just wiggles the model a bit in the player's direction.
@electric-sun Well done! No there are no extras beyond the 20 trash cans, but with the timer in the top right, you can try to optimize your run and be the fastest raccoon out there.
Thank you all!
@gorglomux Thanks for the feedback. Unfortunately we did not realise how hard it may be to locate trash cans when you already looted a good chunk of them until late into development and shortly before submission deadline. Lesson learned: play your own game start to finish and not just specific debug builds. I agree with you on the animation speed, but we also think this way the racoon has a bit of a sly and sneaky way of walking, which we liked a lot. Thank you for your kind words, they mean a lot to us and thank you trying our game!
Thank you all once more for the kind words, they mean a lot and we are definitely taking lots of notes from your feedback for the next Ludum Dare!
@dankotay The control scheme is WASD to move and F to dig through the trash.
@nondev We agree that adding a visual marker for dug through trash would have helped. This goes definitely in our mental notes for a future game jam!
@nomus Same?!
@6knowledge Sorry not sure what you mean here. If you look through other entries on Ludum Dare, all builds that you have to run locally (as in: non web builds) are just executables you have to run. We were not able to provide a web build due to issues with mouse capture, and decided to rather have a good Windows/Linux build than a broken web build. Regarding catch up: the enemies do actually catch up to you if you just run in a straight line. They start with a slower base speed but increase steadily beyond the players speed to provide a meaningful challenge.
Thanks for playing and I hope you had fun!
@tanis Thank you for playing and giving us some good feedback, I agree with all your points :)
@johnnysix Thank you for the kind words and thanks for trying out our game!
Surprisingly hard but well done. The game could benefit from a bit better UI, as it clicking on units was a bit confusing at the start, and right clicking did not give any visual feedback at all. I also did not understand how I could stop the units from moving back to the pumpkin patch after they finished a fight, I would have much rather have them stay where they are.
Regardless, good game, well done!
I got strong Dave the Diver feels, but in all the good ways. Very nicely done. I found the beginning a bit too hard, but once you progress and get your first upgrades it gets a lot better
Man this feels like an old game boy color game. The soundtrack, the art, the controls everything felt like the golden age of that era of gaming. Beautifully executed, very well done!
Fast paced, fun, very nice entry, gives some good oldschool FPS vibes, well done!
Very funny and super well made! Loved the soundtrack which perfectly fit into the very tight and neatly done gameplay loop.
Well done! Very cool iteration on this kind of game and genre. I liked that you could actually switch the mode in the UI with the mouse, and then move the mining UI with the mouse too. Felt like taking the controls of a real ship!
Jam games that execute a gameplay idea well are one thing, but jam games that execute a gameplay idea well AND are able to deliver a story through the gameplay are a whole other level. Loved the idea, loved the art, loved the humor. Taxi driving is hard
Well, you have a crazy good project on your hands here, that is extremely well polished with lots and lots of cool ideas, visuals, music and overall cohesive art, so let me just say the one thing that I didn't like: I wish I could speed up the rounds manually.
That's it, everything else was truly perfect for a 72 hour project
Wow! What a great take on the theme. I loved the vibes and the sound design. I felt like the transitions between houses and finally opening the mouth took a bit too long and got a little repetitive, but that does not detract from the otherwise unique visuals. Well done!
Incredibly cool as a tech demo and proof of concept. The camera movement is a bit tough though
Fun concept and nice take on the theme. The Wilhelm scream was hilarious lmao. Neat game all together, unfortunately I had some random FPS spikes when revealed blood types, but overall still very fun and cool game you got there
Very hard, but equally very fun. I love Pico-8 games, they have an amazing retro vibe that is very hard to replicate. Super polished as well, well done!
Sorry to also tell you, your itch patch is not working. You did not set it to public
@t-c thanks for the ping!
Ill update my rating :) I really like the music, I am not sure the game aligns with the theme very well though. I would have also liked a UI that showed how much health I have left. Jumping also feels very floaty and I understand that I need to press S to slide under the boxes, but despite not touching them in a "dangerous" way I took damage.
I liked the art style though and hope you can continue working on the game!
Im not sure if I encountered a bug but when I launched the game I could look around, click things but nothing would happen. I tried to read the guide but it looks like its only in Russian and not localized to any other language. From what I read I find the idea interesting and its a shame I could not get it to work.
I have to agree with the other comments, that the UI and interaction is a bit confusing. Maybe its an issue with the web build and mouse capture? I would always see my own cursor. Hope you guys can get it fixed, it seems really cool!
There are a ton of great games on here, but I think yours has the highest level of polish I have seen so far, wow! The menu alone is captivating, how did you make a menu so captivating and engaging? The game itself is somehow so simplistic in nature, but so extremely well executed, I love what you did with it. great work!
The web version ran very poorly for me, so I downloaded the forward plus but that didnt run great either. Kudos for trying to make a first person shooter in such a short time, its definitely a challenge.
You know most of the things that didnt work well already, Ill just add to something that was already mentioned: movement is not really good, you are constantly getting stuck on the ground and have to jump around making it hard to move precisely.
Fun and relaxing. Died the first time because I ventured down too far and couldnt find my back up. An arrow pointing to the nearest entry to your base if the health gets too low would be nice
Wild idea, absolutely took me by surprise. The game would benefit from a bit more exposition, and some more mechanical features, but the concept of playing two sides at once is terrific
Nice idea! Some small feedback: the ui should be responsive, when I press a button for an upgrade, there needs to be some feedback about what happened, beyond just the leaves counting down. Sounds would have been also a nice indicator for feedback. The gameplay overall is a bit confusing. The game over condition isn't very clear either. The menu bug and very pixelated text doesn't help either. I still like the idea though and kudos for sticking to it!
great visuals, amazing what you achieved in such a short time.
This is astonishingly polished for a compo entry and super fun to play! Well done
We actually also had the idea of making a TCG but were too afraid asset creation would come to bite us. I am super happy to see someone followed through on the idea and not only that, but did it so beautifully and cohesively executed. That must have been no small feat, and all of that work + having good gameplay is an amazing piece of work. Very well done!
I completely missed that you are playing the duck and was so confused for a second. What a fun twist. I also very much like the pixelart graphics. You have a super cohesive design language in your game, I love it!
This is really cool and well done, good job!
I wanted to rate your game but saw that you only have the most recent build on itch with the latest update to it (as of writing this) 11 hours ago, and no note what changed from the original version to the most current one.
To the game: I didn't play very far because the movement system was beyond annoying. I found it really hard to just move in a straight line. The atmosphere however was spot on and for a custom game engine, absolutely impressive that you pulled a game off in 72 hours. If there were an original version of the game available or even change logs to the post jam-deadline version Id love to give it another try and give you a rating, but as it stands I would find that unfair to those games, that finished their work within the given time frame.
@katastudios thanks! I somehow missed the main post updates, Ill give you a rating based on what I saw then :)
So let me get this out of the way: The idea is absolutely brilliant. That you have to collect keys in order to use them is nothing short of incredibly genius. That being said, I think taking the camera rotation "away" does the game a disservice. At first I thought it was broken, then I found out how to rotate the camera, but by then I had to walk backwards a lot to get my bearings again, unable to look where I wanted to go.
Its a cool idea, and I can see where you where going with it, and I really love the idea, its just the execution that could be a bit better
The concept of the game was VERY interesting, but I had some trouble understanding what to do at first, and I think the RGB keyboard layout is not super ergonomic to play. The art was brilliant through and beautifully done. Very cool game!
Not a huge fan of loud jump scares for the sake of jump scares, but the vibes definitely hit. The resolution could have been upped a bit more, since I found walking in tunnels a bit confusing, because there are only so many brown pixels you can have before everything starts to look like one.
I definitely liked the atmosphere and the idea was well executed
I liked where you are going with the idea of collecting applaus and the mask flipping was done nicely. Unfortunately I kept dying in the first level and Im not entirely sure why? Still nicely done and very neat pixel art!
Not bad, doing this on your own must have been a monumental task, between programming and art, ALSO doing the story/writing is really impressive. well done
Nice little game, well done!
Very interesting story telling aspect to the collector theme. I enjoyed the ember collecting part, although I was confused that the map I could walk on was smaller than the walkable area. Also missing an ember could lead to a game over right away, as I missed on on the first level of my first go, and still had to do the entire level despite being unable to complete it.
Still, very nice concept and game!
very unique take on the theme. Loved the idea of having several smaller games rolled into one
Very nice execution! I love oldschool point and click adventures, so this is right up my alley.
Love the soundtrack!
I mean, that was just beautiful and so well done. Bravo!
Nice game! Fun take on the collector theme. If I can recommend you something that happened to us as well using Godot: Anchor your UI. If you make the game full screen, it messes up the UI if its not anchored. I would have liked a pause menu as well, so I can pause or restart the game by myself. I like the art assets you did for the game, and bunnyhopping on boxes to escape the collector was a lot of fun
I like the concept a lot, especially for a first game this was amazingly well executed. The art is nice and simplistic. The control scheme took some getting used to. Mouse wheel did not properly work for me, and clicking to set the new vector could have probably done better with a smooth transition rather than instantly snapping to it. Other than that, really nicely done!
Love the visuals, love the art, love the vibes! Not entirely sure if it connects to the theme well, but I like the execution of it. The instructions were a bit unclear, I have to agree with the others.
Fun idea! We also made a game about collecting trash from a raccoons perspective, I would love if you got a chance to check it out. I liked your game, but I had some trouble with the camera. We also had this issue on our godot web build, which is why decided against one in the end.