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A jam submission

Rooftop Racoon(Marathon Jam Demo)View game page

A Sly Cooper inspired pixel platformer
Submitted by stillveganbtw — 3 days, 21 hours before the deadline
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Rooftop Racoon(Marathon Jam Demo)'s itch.io page

Results

CriteriaRankScore*Raw Score
Progress#153.8753.875
Audio#213.5003.500
Overall#263.3543.354
Fun#283.2503.250
Innovation#313.1253.125
Graphics#323.6253.625
Polish#442.7502.750

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

(Optional) Changes made to your project since the start of the jam
Originally, the character was created for a top down adventure game. At some point I decided that this concept made more sense for the design. The only part of this project not completed during the jam was the creation of the character

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Comments

Submitted

HELLO,

So, I LOVE THIS. THIS IS ONE OF MY FAVS, SO CUTE!! I love the art. I love the mechanics. I love the EVERYTHING. Did you make the music yourself too? If so, hats off to you! You're great! You're really shaping into quite the accomplished solo dev!!

I think Rosomak addressed a lot of critiques I had, but I would say like I wish he moved just a pinch faster. I was a little confused about combat as well, noise or damage indicators would help tremendously. This is such a strong, strong game, you're kicking butt! <3

Developer(+1)

Thank you so much! Yes, the music I did too. The only things I didn't make were the coin sound, the jump sound and the mona lisa(I scaled down a real image). I'm happy you like it, I am unfortunately having a bit of creative block with it and have been more motivated by other ideas but I do intend on revisitinf it

Submitted

You're welcome!! ^v^ YES! Then wow, you did SO much!!!!

Awh it sounds like you burned yourself out! Take all the time you need, but look, you created all of this by yourself, and that's incredible. Give yourself a break, you'll come back around to it. <3

Submitted(+1)

I'm not done with your game yet, so I don't have the "final thoughts", but I wanted to leave some comments already:

1. I could see the random tearing showing up between the tiles, while the camera was moving. You may want to fix this

2. Right now, while falling, I managed to accidentally get up there, but I pulled it off only once. Other than that, I always get stuck in this part of the tutorial. I can't get through! Not sure if it's not enough control while midair, too high falling velocity, or the collision with the platform not detected.


Submitted

Alright, so I've got some more comments:

3. Just figured out how to pass the part in the tutorial, that I mentioned I was stuck at. Apparently I have to sneak while falling. That's alright, and apparently there are tips for that, but I don't understand what they say.

4. More sounds, more indications! I don't understand how losing health works, because I was missing the moment when the health gauge was dropping. Also, I couldn't tell if I was hitting the boss, until he disappeared.

It's cool there's different music between levels, somehow I didn't see that in that many games recently.

5. The best way to avoid the skeletons for me, was to jump on top of their heads and carry me. I don't think that was intended.

6. It would be good, if throwing shurikens remembered the last direction it was thrown. It's annoying to keep pressing the direction button for that.

Developer (1 edit)

Hi, thanks for the detailed feedback! To address your concerns:

The tearing of tiles is an engine issue unfortunately, I'm going to do some research on that but I believe it has to do with the upscaling of sprites. 

I thought the slow fall tutorial was straightforward but I can make the signs bigger if that helps? 

You're right actually I probably should add more sounds.

The jumping on skeletons is actually completely intended, they aren't even enemies really. I thought it would be neat to use them in a lot of different ways

The shuriken controls should just throw in the direction you're facing, unless you played an older version? In the tutorial, did you have to go into ball form at the end to sneak out of the safe room?

Submitted

Yes, I've been curling. And now that I check it, the shurikens really do get thrown in the facing direction, so must be my mistake.

Maybe a bit bigger signs would be good. Here's an example of a sign - while it is possible to figure out what is written there, I didn't figure it out until I accidentally pressed the ctrl button


As for tearing there might be another reason, and those would be "subpixel" camera movements. I notice the camera shaking very slightly when I walk into obstacles, and that's when the tearing is the most likely to occur.

Submitted(+1)

rosomak being an MVP once AGAIN <3

Submitted(+1)

You nailed the tutorial, it was very clear and effective in teaching the main mechanics. The movement did feel stiff, and I missed a lot of jumps, I'd love to see more crisp and refined controls, maybe add some tricks like coyote time, etc. Overall, it's a nice platformer.

Submitted

Cool art style!

Submitted (2 edits)

Hi!

Good: I thought your game showed a lot of promise! I think your sprites are well done and the core concepts of the game are fun! Sneaking past the skeletons is awesome. It would be cool if I could move through the skeletons while I am sneaking but I did like how I could jump off their heads!

Critique:

- I actually couldn't get past the first skeleton boss without dying! He shoots very fast and I thought I could "sneak" to dodge the bullets but that did not seem to be the case maybe you could implement it! 

-Respawning back and the start of the level was rough since it took awhile to get back to the skeleton boss! I got there 3x!

-I also want my raccoon to be faster he is a small little fast animal he should feel that way! However, I do like that he slows down when he is sneaking! It adds complexity to the mechanic. 

-Another thing was I had a difficult time telling what I could and could not jump on. For example I had no clue I could jump on the flags of the building in your screenshot. Try to make your land-able platforms "pop" a bit more!

Overall your game shows flashes of greatness and I would love to see you iterate more on it!

Submitted (1 edit)

Replayed it :). All I have to say is : very nice and interesting work overall with imo a very catchy while simple (which is awesome) based concept and mechanics. Obviously some bugs and issues which with time I expect will disappear. Hope to see it grow :) (don't hesitate to notify me when you update)

Developer(+1)

Thanks! I really appreciate the interest you've shown in my project since the start. Right now I'm cleaning up my code and working on the player controller but once I've tightened that down I'll be working on the Camelot level!

Submitted

Nice work! I enjoyed the pixel art and you made a ton of progress during the jam. You taught the invisible floating mechanic really well in the first level. The second level was really thematic and fun - great job!

One thing I would have loved to see is some checkpoints or health packs. I loved dying to da vinci's skeleton the first time, but the second time I felt frustrated that I had to return to the beginning of the level. I really felt like I could beat him if I had a fresh health bar. That fight is old school difficult, which some people would say is a plus!

Great job with this jam entry and I'm looking forward to seeing more updates

Developer

Thanks so much for the feedback! You can use the skeletons as platforms to cross deadly water but I think I probably didn't explain that mechanic as most people have assumed they're broken enemies. I'd like to incorporate them into the platforming more and hopefully fix the problem with them shaking when you walk through them. I'm going to add crouching to the player to help with dodging the paintballs and possibly just make the shuriken use movement inputs since it gets a bit complicated. Beyond that, health bars and checkpoints definitely. I may make coins health pickups since they just exist for fun right now.