Collectorogue by HappySealGames
🐈⬛ Collectorogue — Stack it. Boost it. Don’t let the cat win. 💥
You’re a wandering spirit called COLLECTOR. You struck a deal with an adventurer: they bring loot, you convert it into power.
But there’s a catch — loot only grants strength while it’s on your enchanted table ✨📚 …and your roommate is a very chaotic cat. 😼🌀
Your job sounds simple, but isn’t: Keep the good stuff on the table so the adventurer stays buffed. When the cat leaps up and scatters everything 🧹💨, you sprint, scoop, and restack — then flip the lever to start (or stop) the run. If the adventurer falls, toggle the lever and send them again. 🔁⚔️
Tip: You can pick up the cat to calm things briefly… but after a few seconds, it’ll attack and drop itself! 🫳🐈⬛💢
🎮 How to Play
Stack the Table: Items only grant power while they’re on the enchanted table. 🪄🧺
Start/Stop Runs: Use the lever to launch the adventurer or pause and reorganize. ⚙️🔀
Manage the Cat: Pick it up for a short breather; it will attack and drop after a few seconds. 😾💢
Adventurer Died? Toggle the lever to begin a new run. 🛠️🔄
🕹️ Controls
Move: W A S D 🚶
Jump: Space 🦘
Interact (E):
Items — Pick Up / Put Down 📦↕️
Cat — Pick Up / Put Down (breaks free after a short time) 🐈⬛⏳
Lever — Start / Stop the run ⚡⏸️
🧰 Credits
3D Assets:
🧱 Synty Store — SIMPLE Dungeons (Cartoon Assets)
🧺 Synty Store — SIMPLE Props / Items / Icons (Cartoon Assets)
2D / Pixel Art:
lazy-fox.itch.io/1-bit-8x8-universal-asset
hexany-ives.itch.io/hexanys-1-bit-ui-panels
hexany-ives.itch.io/hexanys-roguelike-tiles
Audio:
Main Music: YouTube Link
Other SFX: Unity Asset Store — Universal Sound FX, FreeSound.org
🐞 Known Bugs
Sometimes the cat disappears but still affects gameplay.
Shadow issues appear in the item area (WebGL build only — Windows build works fine).






| itchio | https://happysealgames.itch.io/collectorogue |
| Windows build | https://happysealgames.itch.io/collectorogue |
| Original URL | https://ldjam.com/events/ludum-dare/58/collectorogue |
Ratings
| Overall | 292th | 3.633⭐ | 32🧑⚖️ |
| Fun | 374th | 3.367⭐ | 32🧑⚖️ |
| Innovation | 53th | 4.017⭐ | 32🧑⚖️ |
| Theme | 372th | 3.7⭐ | 32🧑⚖️ |
| Humor | 160th | 3.6⭐ | 32🧑⚖️ |
| Mood | 316th | 3.667⭐ | 32🧑⚖️ |
| Given | 23🗳️ | 41🗨️ |
edit: I forgot to say that the music is really great!
I advise you to make it so that when it is difficult to throw objects off the table yourself, or vice versa, you can drag the whole bunch at once (a platform instead of a table)
The game is great, keep it up!!!
While I really love the idea, playing the game felt rather stressful and overwhelming to me though. First off, the mouse sensitivity is way too high, I had to reduce it in my system settings. Since mouse sensitivity is a very subjective thing, a setting for it would have been helpful. Collecting the objects and putting them on the table felt a bit overwhelming to me, because I didn't know what each of the objects do (some kind of tooltip when hovering the objects maybe?), and the objects despawned quite quickly, so I had to quickly "save" as many objects as possible before they disappear. This made it difficult to actually pay attention to the adventurer screen or to the effects of the objects.
My suggestions for improving this: Generally, give the player more time to do things. This includes increasing the lifetime of the objects. Also, instead of having the lever for whether the adventurer is.. adventuring or not, I think it would work better to have two distinct game phases: 1. collecting objects, maybe analyzing their properties (by looking at the stats in a tooltip, or maybe you have to put them on the table first), basically preparing the adventurer. 2. watching the adventurer do their adventuring and fighting, while keeping an eye on the table and the cat. The lever could then act as a "start button" that triggers the next adventure, rather than an on/off switch.
I'm also wondering if maybe the game could have worked better either in 2D or in a non-1st-person perspective of some kind, but I'm not sure about this and it's probably quite subjective (I generally prefer 2D games over 3D in a lot of cases, but that might just be me ^^).
Nevertheless, I'd like to reiterate that I really love the idea of the game, and I wonder how the game could have turned out with a bit more time than the short time of a game jam. :)
10/10
But there's a bit of an issue: when moving the mouse, the camera turns too quickly, and combined with the bright background, it can be dizzying. Reducing the turning speed or playing in full screen would be better!
Love it!
Great idea, and I feel like it really has a lot of room to grow and expand. I agree with much of what @binarydiv and @protohere had to say - I feel like there is too much going on at once to have much time for decision making. Phases, or even just slowing down elements would work wonders. I also felt like putting things on the table was a bit wonky and having the cat knock everything off at once seems... unbalanced? Nevertheless the concept is excellent and I think it really has legs! Are you considering working on it further post jam?
I didn’t really play it thoughtfully — I mostly just tried to drop the coolest item from the pile onto the table.
It feels like there isn’t much time to analyze what the character actually needs at the moment, so I just kept stacking random stuff, and the cat kept knocking it off :)
I also really liked how the tutorial and intro are done — very smooth and engaging start!