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Meowntain Scaler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #313 | 4.125 | 4.125 |
Overall | #753 | 3.750 | 3.750 |
Enjoyment | #947 | 3.563 | 3.563 |
Style | #1684 | 3.563 | 3.563 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The core gameplay involves repeatedly increasing the numbers on your mech's modules, scaling them exponentially higher. In addition, the cat is in a mech that has been "built to scale" the mountain.
Development Time
96 hours
(Optional) Please credit all assets you've used
"Analog Appliace Button 3" by floraphonic
"Wrong Buzzer" by Pixabay
all other assets made by jammers during jam
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Comments
Cute little clicker! It would be nice to have more feedback on clicking the buttons, currently it's hard to understand when/how some of them work especially at the beginning when you're still figuring out the game. But the concept is interesting and I had fun trying to get high numbers! Also I loved how everything was calico-coloured!! 😻
Numbers go purrrrrrr
I climbed 3751.06 meters.
For some of the modules the "Go" button didn't work. Instead, clicking around on random other clickable UI controls in the module seemed to turn it on, lol. Very confusing.
Over all it's an interesting clicker game with a fun art style.
It was a bit confusing at first, but I loved seeing the numbers go higher!
This game was incredibly fun and the insane numbers you can yield playing it is amazing. Got a number so large it didn't fit on the screen lol
Nice style and clever idea. I think some mechanics could be more easy and clear to understand but that's a very nice work, congrats :)
I absolutely love this idea, and once I got the hang of it, the gameplay was very fun too. I write this much because I greatly enjoyed the game.
I will say that the climbing phase was very confusing at first, and I think this comes down to two factors, one major and one minor. The former is that there are two parts to most actions - choose tool, then choose target, but the game doesn't clearly show which phase you're in. One way to solve this could be to disable buttons that can't be used (so everything that isn't GO! when selecting tools and vice versa), or highlighting buttons that can be used.
The latter is that the cooldowns round down, meaning that they show 0 before they are actually ready to be used. This is a problem because in general you want to be using the items as soon as they are available, and you can't tell whether it's cooldown 0 (available) or 0 (a second from being available). This especially applies to screwdriver, which always shows 0.
Now I don't know if this game would actually be better with better balance, but I do want to note some imbalances in case you guys are interested. Among multiplicative items, big scary button is the best by a long shot, since it's both cheaper and faster and its negative is easily mitigated. Battery and overclock are both too expensive for what they do. I think the cooldown is sufficient without making them expensive as well.
Final note - on the one hand it is funny to see a long train of zeros stretching off the side of the screen. On the other hand, it would be nice to know what my score actually was. Maybe get the best of both worlds by showing both a regular number and a number in scientific notation. It's also possible to get inf/-inf/nan meters, so if you were to work on this further you'd probably want to add bignum support as well.
Thanks for the really detailed reply!! We're aware of pretty much every issue you mentioned but we ran out of time to actually do anything about them lol, glad you enjoyed it anyway!
I really appreciate how much thought and effort went into the concept and mechanics. And hey, who doesn't love a game with cats?
I play game with cat, I give 5 stars.
Super cool gameplay!
Kind of confusing at first but really fun once you get the hang of it! I loved the art of the cat in the top right! (they were very relatable :3)
hehe, the cat was done by yours truly in flipnote studio for the 3ds. I am glad my efforts were apprieciated.
This was extremely buggy and confusing. But I persevered since it looks like something I will love - and it is. Such a fun game, amazing concept, in my 3rd run when I finally got it I had so much fun.
For anyone confused on how to play - When you click "GO" on an item that affects other items, you need to click another number. Annoyingly not clicking the correct values will put your item on cooldown and not do anything. The game really needed better visual language than the default Godot buttons. As for the Battery (Increase ALL numbers on module), you need to click on the item you want to upgrade rather than the actual value.
But seriously it's super fun, if it you like roguelikes that have bunch of synergies and combos, play this. It's great.
Wow really original gameplay, I have never seen anything like it. It was super interesting, well done!