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Find your Cats!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #284 | 3.154 | 3.154 |
Presentation | #286 | 3.577 | 3.577 |
Overall | #369 | 3.192 | 3.192 |
Originality | #520 | 2.846 | 2.846 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
I like that I managed to make something short but complete and with a bit of my own unusuality (is that even a word?) in design. :)
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Comments
Hi, the pixel art style is really cool, and gives quite an original vibe to the game. Really unique mechanics in my opinion, having to freeze the enemy and wait for it to position correctly in order to jump higher was very cool and a smart idea. The games feels good overall, maybe some jumps were a bit weird, as you bumped your head on some platforms, but still a very enjoyable experience. As another comment suggested, a volume slider would have been great apart from the volume toggle, nothing too fancy. I enjoyed playing it a lot, also the fact that the game features some meow-meows is a big plus for me :3.
Well done, good luck with it! <3333
Very nice little metroidvania. I had a lot of fun playing it :)
Really cool! I love the minimalist artstyle :)
Thank you for playing! :)
A metroid game with a such resolution is a big challenge by itself! congrats for that! Did you submit this game to the Nokia 3310 game jam? It would be a good entry for this jam also! (it finished last month)
Thank you for playing and kind words!
I did not submit it to the Nokia 3310 game jam because I think I did not even start programming it when the submissions were open, but I do intend to participate in the next Nokia 3310 game jam and I had made this game as if I would submit it to this one, to get some practice. :)
this was such a cute little metroidvania! you really captured the1-bit gameboy style really well with the art! i like our little piku-niku looking guy, is very cute, as well as all the enemies and bosses especially, really cool stuff! for such limited pixels to work with, the tiles still really do good job at indicating what they do, very nice! the sound effects and music were also very fun and of that era too! i know it would be out place from the inspiration, but having an audio slider for both music and sfx, or just making the overall music a tad bit lower would have been nice, its pretty loud xd.
for the gameplay, it was really fun! the map size is perfect for a jam submission and although i would get lost at some points, i never too lost to the point where it would be frustrating, its very nice! all the power-ups are simple but effectively utilized to its fullest in terms of the navigation of the world! the combat is also fun and the boss fights were pretty tense (some of them i had to cheese in fear of dying though xd). though one thing i wish there was (although its kinda ingrained in games of that era and genre) was that there was better clarity in terms of where potential off-screen threats are. i died a couple of times due to jumping up or falling down onto a platform that so happened was in the direction of those flying block dudes. maybe something like dashed/dotted lines to indicate the existence of those enemies and the extent of their travel range would have been nice (though it could also fail and be mistaken as ground so im not too sure how that would go haha). though if the intention is to emulate some of the difficulty quirks that are found in those games of that era, then all the power to you!
this was a pleasant experience to go through, well done!
Thank you for playing! :)
Regarding sound and music, there is an option to toggle sound and music (separately), so in a way there is a "volume control", but only with 0% and 100% as options. Lack of indicators for enemies too far to be on screen is indeed emulate difficulty of such games (but also all enemies spawn and move in a simple deterministic manner when entering a new area (they are reset to the default state (except for bosses, which stay defeated)), so the idea is that a skillful player might in principle use this to predict their locations).
Very well made for a game written in pure C. It's nice how minimalist and well made it is.
The screen transitions were a bit hard in vertical areas, and the boss fight was a bit too dificult.
Thank you for playing, glad you liked it!
Yeah, I got a lot of feedback that vertical room transitions can be problematic and I will keep that on mind and try to find a solution when making a next game of a similar type. :)
well made and also very hard,
game looks like it came straight out of the gameboy era, cool style
Thank you for playing! :)
This game has also been posted on the - Metroidvania Month 23 - itch.io Jam too. Which game Jam was this made for?
Both. :)
I love the minimalist aesthetic and am impressed that you built it without an engine. I will say the boss was very hard and when jumping up to a new screen was very disorienting for me bc I could only seen 1-2 frames, so it was hard to figure out where I was supposed to land. Great Job overall though!
Thank you for playing and for the review. :)
Really cool tiny metroidvania! I thought music could get a bit grating, though. Other than that, great entry :)
Thanks for playing, glad you liked it. :)
I found the missing cats, got 9 hearts and I think(?) all of the upgrades and boss fights. This is a very well done minimalist metroidvania.
The boss fights could have used a touch more complexity, but I'm not going to complain too much about it. I will say, the music loop did get a little annoying after a while though. A second regional song, would have helped a lot. I know it goes against the spirit of metroidvanias, but a checklist of content might have been nice for the jam in specific, just to be sure people don't miss your hard work!
All of the upgrades felt really good to use and natural to the character and the location. The gameplay was smooth and fun. Exploration felt natural, but your limited tileset works against you to some extent because some areas end up looking similar, though I can tell care was put in to try prevent that. Well done!
Also, noticed a small (heh) bug where you can duck and not be hurt by spikes. It felt unintended because it wasn't explored as a mechanic.
Also also, I missed that there was a map button and beat the game without it lol! I just found out by reading the other comments!
Thank you for playing and for this review! While all hearts are optional (and yes, max is 9, because otherwise I would have to make the health indicator 8 pixels wider and I did not want it to obstruct the view any further), upgrades are unavoidable, i.e. it is impossible to complete the game without them.
Regarding spikes bug, it is only the spiky top part that hurts. It probably makes sense, but it is not something one would expect from spikes in a game, sort of like the "reality is unrealistic" trope. I was thinking about expanding their collision box to full 6 pixels of height or explore it as a mechanic, but ended up doing neither, partially because I forgot about that.
Once again, thank you for the comprehensive review! :)
It was really good
Thank you!
Well done. It plays nicely. I love the idea of freezing your enemies and jumping on them to get to the upper level. I didn’t see this in other platformers, but I don’t play platforms much. The clean and lean art is absolutely adorable. The good old times before the VGA… I got stuck at some point, though (maybe because I rarely play this genre a lot recently :) Each individual screen is a short puzzle on its own—this is done well. But if you like to expand it beyond jam, it would be nice to have a bit more storytelling.
Thank you for playing, I am glad you liked it. I might consider expanding it into something bigger sometime in the future. :)
I liked the idea it was simple and clean, but I got lost and had no idea what to do I collected a heart and could shoot but after that, I was lost, there's also no Iframes on anything so if u got stuck or hit by an enemy/flames/spikes you would die and respawn at the campfires. the camera was also a bit annoying at times when you would change levels (when the camera moved ). but overall a great game just not my cuppa tea sadly.
Thank you for playing and for the honest review. :)
Props for writing this in your own engine! I think the map design was really well done, and it was very clear when I needed to return to an area. The actual spike/enemy placement was a bit unfair at time (e.g. leaving the final boss room forces you to take damage), but overall I had fun playing this. The first boss was so rough with the wide spikes haha
Thank you very much for playing and the kind words! You can jump over the spikes in the last boss room without taking damage either by double jumping (easy) or by scaling the wall on the left and jumping when you climb high (challenge (but doable), because the shape of the wall requires somewhat well timed double jumps). :)
I get that some parts might be a bit hard/unfair, I guess I did it in an attempt both to make the game not too easy (it seemed easy from my POV, probably because I made it and playtested it ad nauseam (through all of the stages of development)) and to richly fill it with enemies, to make it more lively.
did not work on my mac(
The gameplays suck only for one reason. IDK how to save the progress or idk if there is a system like that. and the menu is somewhat confusing to me tbh. though it is a good game and i like it. but the boss fight is so hard lol
You can save game by pressing down when on flame-like spots (not the ones that hurt you, these are spikes, but the ones with pixels going upward). Also, touching these spots will heal you, but to save you have to actively press down (I did it that way so a player can make a choice whether to save on that position or just heal).
For menu, P or Enter on keyboard, or Start or L1 on gamepad will toggle between showing the menu and not. Use direction input to navigate and jump key to use any menu function. Hope that helps. :)