Crime Critters (Rob the British Museum) by LDJam user 372515

Get your best woodland buddy and steal as many artifacts from the British Museum as you can get your sticky paws on!
Play in browser! (Rate this one!)
Post-Jam Version! (Don't rate this one!) But play it after cause its more fun!! (Global Leaderboard, Controller Support, Sfx & Music!)

Play Co-op or alone!
This is a co-op game first! Grab hold of the same artifact as your friend and experience some speedy or cautious thieving antics! Or challenge yourself solo controlling both critters!
Objective
Your objective is to carefully (or not) maneuver artifacts out of the museum and into the back of your truck without getting caught!
Careless hauling will decrease your item's value, or straight up break it. Damaging goods will also slowely alert the authorities, leaving you with just enough time to quickly scurry to grab whatever you can before making a getaway.
Controls
| Character | Movement | Grab | |------------|-------------|--------| | Fox | WASD | Shift |
| Raccoon | IJKL | SPACE |
Whoopsies (Post-Jam Version now includes Sound + Controller Support!)
No Sound? We had a bunch of royalty free sfx ready to go but ran out of time... But dont worry. I gotchu https://www.youtube.com/watch?v=soXQiu5Nrn4
Single-Player? Didn't manage to add a single player mode so the camera might be a touch frustrating without a friend and dragging things alone is not nearly as fast and chaotic!
Controller support? Yah... for a game very well suited for a controller, we simply forgot we hadn't implemented it.
Team
- Programmer: Nem Pavlovic
- Artist: Skye Lubarsky
(with credit to the "wigglyappendage2" plugin for Godot)
CHANGELOG: 10/2 4:25 PM PST we accidentally turned off the "money counter" when we uploaded at the last possible second. Quick update to add it back in. Also, disabled debug keys.
CHANGELOG: 10/2 4:51 PM PST Fixed a single line of code that was inadvertently breaking the core gameplay loop after rushing a change last minute before release. Destruction can now resume as intended.
CHANGELOG: 10/10 8:50 PM PST Changed project settings window stretch mode to "2D". Fixes massive embedded game size for 1080p users.
Ratings
| Given | 46🗳️ | 51🗨️ |
I'd say you should zoom out the camera a bit, having it average between players is fine but it shows you very little in the direction where your co-op partner is not, which can be annoying. I'm also really missing some sounds in this game, even any random royalty-free sfx would have done wonders for how this game feels. I'm also not entirely sure how alerting the cops works, it seems somewhat random/unrelated to my actions at times.
Overall though it's a great game with incredible art and tight game design, something to be proud of for sure!
Overall a fun game, with a good game design, visually beautiful and fun (especially playing with a friend), congratulations!
Had a nice time taking stuff from the Robberish Museum :D
Some stuff I really liked
- The movement was really nice
- Getting stuff into your truck wasn't annoying at all and I quite liked the physics
- The look of the game is fantastic great job
Cons
- No sounds was really a bummer this would've been a 10/10 if there were any!
- The camera could use some work, maybe split the camera between both thieves? or at least zoom it out a little more
Anyways what a fantastic game, will definetibly keep a look out if you decide to go farther with this concept!
the controls feel really nice - i played first on my own trying to wrangle both by myself and that was a bit difficult, but it is very nice with a friend!
Here's the VOD with Timestamps so you can click to your game!
https://www.youtube.com/watch?v=_NVsG7UOyfw
This game looks very good already, the art is incredible and it feels like just a few tweaks away from being a really awesome party game
And it is nice to see that I wasn't the only who didn't got time to implement sound (but the Mission: Impossible music is just *chef's kiss*)

Although I played it by myself for the first try (I need to show it to my friends for co-op), I can see this being released with different levels, sleeping guards, locked doors and random stuff.
Amazing graphics, everything fits the theme completely.
The mechanics were very similar that in Moving Out, but the robbery theme was a fresh turn.
Too bad for the lack of audio, the mission impossible theme fit the game well and we played it in the background but can't add that to score to be fair.
It was solid entry as log as physics games go, we didn't encounter any bugs but items felt to break a bit too easily.
I'm going to play the finished version because really sound should make it much better but congrats! It's so much fun and pretty!
You should make this in to a full game.

to be honest, i found that the theme was mostly about how you fit the items on the trunk, but in my opinion, the core of the game was discretion and steal, and not much the tetris part.
however, it was one of my favorite games this jam, thank you very much for the enjoyment!
The art is incredible for a jam, the level design is solid. The game might feel like moving out clone at first, but it has a lot of little smart design decisions that differenciates it: the way the time alert limit works, the fragility of items, the fact that you don't want to take everything but have to chose what to prioritize.
Great game and very impressive for a jam, good job team ✨
What a ridiculously endearing idea for a game. :smile: The art was super charming, and the whole premise of the game was just prime material for antics and stuff to go wrong. Absolutely wonderful!
Wanted to ask for score chasers if you were fine with me playing some gameplay of your game in the background in the waiting period. In the waiting period while a music track is playing itll cycle through gameplay from a bunch of different games in the background
The score chasers discord is at https://discord.gg/FhP4jaZ7KS (main spot where people who talk about it hang out)
https://www.twitch.tv/videos/1946756082?t=0h56m57s
https://clips.twitch.tv/ImpossibleKindTaroDansGame-vZc_Bnzj_bW6gQc2

The graphics are great, I find the idea really charming, I really like the heist angle!
The fact that you can actually break and things, forcing me to maneuver more carefully through some sections really put me in that mood, plus it makes clever use of the limited space theme!
The concept of controlling the 2 characters independently, it can lead to some really funny and chaotic moments trying to coordinate them and especially with the time limit at the end. I feel like with practice I'll be able to collect more treasures. Tho I do see this handling more precisely with an actual controller.
I was a little confused at first on how I was supposed to load I the treasures but I quickly realized what to do lol.
Overall I think this is a great concept and I really enjoyed it from what I played!
Personally, I adore the characters, and their tails are glorious. Graphic direction overall is very good. Stuff gets destroyed quite easily (except for the safe), but I won't be complaining about that too much - it's a fantasy world, after all. Maybe everything there is produced out of extremely flimsy materials :wink:
Great work!
too bad I can't play co-op. the mechanics of grabbing things are terrible at times. I couldn't move from my place until I realized that my fox was not only pulling the vase but also holding on to the door, simply because I was holding shift.
I enjoy it. Great entry
https://www.youtube.com/watch?v=E_Ey87b-BrU
It would seem I am too clumsy for this line of work, I would probably break the whole thing instead :laughing:
And my sorry partner in crime was absolutely unable to handle IJKL controls :rofl:
I'm rating by post-jam version though. I'm not sure how it works here nor care, I think it's fair to judge by game's current state rather than it's original release state as I rather judge by design as intended, not design as managed due to time constraints. It's not a contest :thinking: Anyways, I digress :) Well done!
And do I hope you're planning to evolve this idea, I definitely see myself playing it on consoles with plus 2 partners! ;)
First tried Jam version, decided to be super careful and got away with just a few big items:

Loved that final CG, makes me really happy ^^
I am not sure if it's my bias or sth but I felt like in updated version you also changed movement a bit for the better? I am not sure but it felt faster and smoother. But maybe I just got more used to it by then?

Playing updated version, I couldn't manage to drive away. Got into my truck thru the door, pressed everything - nope. Not sure what did I do right the first time ;_;
Not sure what could have happened with the exit condition. It should automatically conclude the run when both players return back to the driver and passenger seats of the truck. Sorry it didn't work and you couldn't post to the leader board!
You're a legend for doing what you do and providing so much feedback and wisdom to the indie game community and you played a massive role in kicking us into overdrive to take this game to the next level. (as of now we intend to follow your minimally viable release -> sequel suggestion)
You also have a knack for voice acting and when the time comes (and if you're interested of course) we'd love to bring you on for some voice roles in the future!
Seriously thanks so much!

I will try the post-jam version now.
The collaborative work is also an excellent idea (though I was all alone to test the game).
It's cool to have objects that needs to be handled carefully. And the placement in the truck can also become strategic. Don't lock yourself in the truck while putting objects inside !
Graphics are really cool, perhaps the best graphics of this Ludum Dare I've seen so far. The objects are well designed, so that you can immediatly guess their values from their aspects.
There are also nice ideas of "traps" : doors that opens from only one side, lasers, etc. We need more of these, and more that needs collaborations.
I didn't get to play with a friend, so I think my impression of the gameplay elements might be more speculative than justified, but I could see the level of thought you had put into the dynamics of things like doors and weight of objects requiring cooperation, which is really great to see for a game requiring two players.
Very few other negatives or criticisms I could come up with. This is really just impressive, congratulations!
My partner and I each got carried away polishing the stuff that's most fun for us, and didn't get around to sound. Definitely something we'll remember for next time.