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The Raccoonteur (Entry for The Pacifist Jam (Honest Jam IV))'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Pacifist Theme | #17 | 4.300 | 4.300 |
Originality | #21 | 3.700 | 3.700 |
Overall | #23 | 3.280 | 3.280 |
Visuals | #23 | 3.200 | 3.200 |
Audio | #24 | 2.500 | 2.500 |
Fun | #30 | 2.700 | 2.700 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Briefly explain your games interpretation of the Pacifist theme?
Taking a classical platformer and combine it with inventory management as key game play mechanic instead of combat.
How much CODE (text or visual) did you make?
You created most of the code - but re-used some chunks of code
How much of the game's ART did you make?
You created some of the art - but used a lot of existing assets
How much of the game's SOUND effects did you make?
You didn't create any sound effects - you used existing audio for your game
How much of the game's MUSIC effects did you make?
You didn't create any music - you used existing music tracks for your game
Other comments (Code / Art / Sound / Audio)
Player speed too slow (partially design choice, partially issues with collision). Effect of inventory on player abilities not completely implemented yet (height limit missing).
Did you enjoy the jam? Is there anything you'd change if you could start over?
Yes.
Changes:
- More structure (code, file organization),
- Modularization from the beginning,
- Focus more on game mechanics instead of art,
- Less ambitious goals.
Aren't you awesome for being creative and taking part?
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Comments
I really liked the morality that was presented in the game. The fact you considered greed as a concept was great, as it was something I actually said out loud whilst playing and then later was penalised for being a greedy little raccoon! I liked that you tried having a conflicting mechanic (pick up trash BUT it makes you slower). Thanks for taking the time to get involved, and making a real wholesome game! Loved the setting / story / lore!
Not a bad game, has a lot of potential. The raccoon theme was really cute!
Also try our game!
Thank you very much for your feedback.
Due to the positive feedback so far, I decided to revisit the project in the future: Bug fixes and updates will be provided at https://itch.io/the-raccoonteur
Interesting game. I would have liked to see the inventory system fully implemented. I will check back for future patches and updates.
Thank you very much for your feedback.
For me as a developer, it was hard to cut most of the inventory system out of the final version. I tried to fix the bugs until two hours before the submission deadline, but the end result still would have been an unplayable game. Since I felt I met at least my other design goals (vibrant, cute art and story telling), I reluctantly decided to remove the buggy parts of the inventory system for the submission version.
Due to the positive feedback so far, I decided to revisit the project in the future: Bug fixes and updates will be provided at https://itch.io/the-raccoonteur
I enjoyed the raccoon themed story, which totally makes sense because raccoons like trash. :D Enjoyed the vibrant visuals too. I appreciate that I could use A and D to move. It would be nice if I could press E to interact. Like Rook said, the movement is too slow. The speed of the platforms is also slow, so sometimes I had to wait for a platform to come down or move over a bit too long. The secret areas are a nice touch, but I think if you don't reveal them so soon to the player it would feel more like a real secret. But a very good entry overall, I enjoyed it.
Also I'd recommend to pack the pck file and the executable in one zip file, so people can download all required files at once. Thanks for the web build bdw! Your first game on itch? If so, congratulations!
Thank you very much for the tip with the zipping (did not think about this in my hurry...).
No need to thank for the web build: I always wanted to try the html export functionality of Godot. But it always requires the files to be on a server (and a local one is to much of a hassle to set up). So the game jam upload to itch.io was a welcome excuse to try it out :-)
Yes, it is my first game on itch.io and the first Godot game I brought to a somewhat playable state.
Thank you very much for the detailed feedback and the great suggestions. The movement (logic) is definitely on my list of changes when I will revisit the project (after the positive feedback I am actively considering it).
The alternate control scheme (WASD) was added in the beginning, then axed/ignored during development (that is why I did not show it in the tutorial, since it was not feature complete). The "E" key for interacting would make a lot of sense in this control scheme. "P" was chosen because of "pick up objects" long before the other interactions were thought of. Additionally, on the laptop I developed the game on, the "P" key was in comfortable range of the arrow keys ...
Originally, the level was planned a lot larger and the secret areas would have been hidden/disguised, probably behind portals/worm holes that the player would have to activate at first to even see the areas. Due to time limitations, I had to scrap this idea as well as the second vertical level of the map (where even more surprises would have been hidden).
Great to hear that you enjoyed the game nevertheless.
I did feel the SLOOOOW movement even when I didn't have trash BUT this was a super cute game and the story telling was pretty good :D
The slow movement was partially design, partially issues with the collisions (had to turn down the player movement speed even further than I liked, otherwise it would be flying all over the map when colliding with an object). Definitely learned my lesson about bad collision shape design...
If I should revisit this project, I will definitely increase the speed and probably provide a user setting for walking/running speed, so it can be customized to the user's liking.
Another factor is that if you play in browser, the game slows down a bit compared to playing it directly on the machine (at least on my machine).
If you perceive the game as super cute and with good story telling, than I met my main design goals.
Thank you very much for your feedback!
I did, the game was very cute and the story was being told well
I was playing it in browser so I bet that's why it felt super slow to me
but yeah I though it was a great job overall :D