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A jam submission

GUN☆CATView game page

Submitted by pikopik (@_pikopik), WeaverDev (@Weaver_Dev) — 2 days, 17 hours before the deadline
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GUN☆CAT's itch.io page

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Comments

Submitted

Left feedback here, look for your game: http://pastebin.com/EEqbs3Wa

Lots of fun, great art!

you can avoid using chainsaw boss's door by jumping over the wall north or south of the gate.

choice music

Probably a very minor issue to handle but every time I died and started over I had to hit F2 again so I could use my controller (...I died a lot).

Some of the movement felt a bit slippery(?) I would stop moving but it felt like she would slide further along into a wall much more than a physics based stop would usually give (if that is even something you actually added).

The game, however felt really really nice. I played on fantastic settings using an almost 10 year old machine that has never had a single upgrade in parts and it played very smooth with no slowdown at all. Some of the enemy placement felt a little unfair but the overall experience was really nice. I wasn't fond of any of the other guns sans the starting weapons and even after I picked up the frost one to handle the buzz saw enemy I still went back to get my "Re-paw-lver". The starting weapons just have a meatier feedback to them so they actually feel powerful. Great game with an amazing future!

guncat's skirt is too short please delete this

+great everything

-scattergun feels like it scatters a bit too much? for a charge weapon it feels unreliable, maybe I just suck but a lot of times it felt like it should have hit but it didn't

-please don't put bombs right next to a door

really enjoyed playing this, i think i've beaten it 3 or 4 times this morning.

has a surprising amount of detail for what's described as a prototype, in my opinion.

love how enemies can damage each other. :)

the scattergun definitely does more damage with the charged shots but it doesn't feel powerful enough, though i suppose when you factor in the added mobility it can give you this could be considered a nonissue. i still feel that if you could dual wield and fire them both then they'd be great, but with the charge up + recoil being only able to fire one and not one-shot a mook makes the guns you start with seem way better.

really excited to see where this goes. thanks for the opportunity to play!

Some feedback:

-Love the character design. Love the overall game feel, a nice mix of cutesy and action.

-KBM controls are pretty good overall, though it takes a bit of getting used to the gamepad setup. Kind of wish you had a pure twin-stick control scheme for gamepads. Turning could be a bit faster across the board.

-Wish there were a dodge mechanic.

-The knockback on that scattergun is nuts, pushed me to my death a few times. Not a bad thing, but could be a tinge less intense.

-Shooting feels good though, despite my wrangling with the controls. Good sound effects, good feedback. Its fun to shoot those baddies.

Overall, I like it. Want to see what it plays like with more enemies on screen at once. Good stuff!

+ Cute

+ Some neat effects

= The charge gun seems a bit weak? Maybe if you could fire the offhand gun while charging it would be better

= Found myself just using the standard guns the entire time after a bit

= The explosion from the 3rd shot of the standard guns hurting you seems odd I guess

- Wasn't sure if there was a pause menu or anything; Had to Alt-F4

- Didn't seem like the camera was controllable; Almost got stuck at one point because I got caught behind some blocks and couldn't see in the room with the bomb enemies

moth boss when

Submitted

Super juicy game, great job!