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Good Knight Kitty's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #11 | 3.754 | 3.754 |
Fun | #13 | 3.719 | 3.719 |
Controls | #14 | 3.625 | 3.625 |
Graphics | #14 | 4.063 | 4.063 |
Audio | #19 | 3.594 | 3.594 |
Originality | #20 | 3.969 | 3.969 |
Theme | #21 | 4.125 | 4.125 |
Accessibility | #27 | 3.188 | 3.188 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.5.3
Wildcards Used
Arch-Nemesis, Cheats
Game Description
Play as Sir Knight, an old cat stuffy coming out of retirement to help defend a young girl from pesky rats in the night. Art/story inspired by a board game called Stuffed Fables. This is a survival game using a rock, paper, scissors mechanic.
How does your game tie into the theme?
You play the role of a Kitty Cat Stuffy who has to play a game of "Cat and Mouse" to protect a young girl from the minions of the Rat King.
Source(s)
N/A Not yet
Discord Username(s)
johnstein, ninjakitty, greynaab, hiddenbobisveryfat, jerbear56
Participation Level (GWJ Only)
11 previous GWJ jams (2020/2021) but only 10 submitted
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Comments
Very interesting gameplay!
I think using rock, paper, scissors as a mechanic is very interesting. It was fun having to think of which button to press for each rat. I started to associate each number key on my keyboard with each weapon.
I did feel the game was a little too easy however, and felt very little threat from the rats once I learned that my character was invulnerable to them.
Overall, it's a really nice game and I enjoyed playing it! Nice job!
Thanks for playing and for the review! Yea, balance was very difficult for us this game since some people think the game is too hard and others think the game is way too easy. We erred on the side of being easier to give most people the chance to see the end of the game.
For the 2.0 updated version I think we will have more customized (and streamlined) controls (based on all of the great feedback we've gotten), and I think that will make the controls more accessible which should allow us to dial up the difficultly again without frustrating players.
Glad you enjoyed playing!
good gameplay, art and music
my feedback is only with cheat it would be great if you can add text for activated code or deactivated code, and for infinity weapon it can be great if you add infinity symbol than -amount ammo
Agreed on all points. Since it was just a wildcard we didn't have a lot of time to balance/polish the cheats (half the team didn't even know it was even added since I spliced it in at the last minute). I was hoping that the sound fx for activating and deactiving might have been enough to indicate whether the cheats were toggled, but I admit that's a pretty subtle cue :)
Thanks for playing! 2.0 will definitely implement these suggestions.
Incredible game! Great take on the theme, unique mechanic, nice graphics and sound... only good things to say about it :)
This game is so addictive, what a clever concept - absolutely loved it. Rock, paper, scissors mice! I love how you have to manually equip the right weapon and the controls felt really intuitive - the melee attack was satisfying and had a generous hitbox. All I would say is that was a little easy because the wrong weapon choice actually stunned the mice, and the CC was hugely beneficial (it could be easily cheesed - lol puns).
The art was great too, especially the concept art in the credits. The brief story sequences were a lovely introduction/break between waves with a very cute Buzzlightyear-saves-the-day vibe. The spooky music was cool too with the strings/synth swell and the harp's broken minor/diminished chords (i seem to recall?). After some repetition, I felt the mouse noises were a little loud in the mix and perhaps another sound design texture would've made the feedback you get from killing the mice slightly more satisfying, but that's such a minor knit pick (Blizzard games do that quite well actually).
Really well done to the team overall, it was a pleasure to play your game and I can't wait to see what you do with this if you choose to keep working on it. Perhaps the inclusion of obstacles, maybe currency to buy mousetraps for the holes between waves, more enemy variety etc? Those are just off-the-cuff suggestions, but I'm looking forward to seeing the next game you guys create!
Thank you for taking time to write such detailed feedback! Glad you like the credit art at the end, I was experimenting with some coloring technique that turns out well. I was not certain if my last minute light-hearted sketches were the most suitable style to do for this game's story sequences, but glad you like them. I would let others respond to you on the items they have worked on. :)
No problem :) Haha I thought the last minute sketches were a style choice, so it definitely worked out well.
This is another level of game, pretty well polished! A clear contender for the Jam, congrats team!
Thank you for playing and for leaving us a comment!
Really cute and fun and more of a challenge than it looks! I wish I had a keyboard button for the ranged attack but that's about the only criticism I have.
The music is nice too!
Thanks for playing! Yea, we've gotten a lot of great feedback that players seem to approach this game with a variety of preferences. For version 2.0 we will need to add a way to customize controls, especially for Ranged attack and WeaponSwap.
Thanks!
A team of 5 on their 11th jam! This submission deserves to be judged on a higher standard!
The rock paper scissors, in my opinion, could have used a more abstract representation. It is a great take on the concept, with your results either being Stun, Reduce/Kill, or Empower.
Since throwing consumes an item, it's best to stick to melee until the difficulty spikes high enough that you really need it. Since throwing only hits one target at a time, it's also great if you need better target selection.
This is a strong contender, but for an experienced team, I feel this one might be lacking in ambition. Shoot higher, and come back in December!
lol not sure if the team can come back in December, as most of us have kids and tons of holiday obligations. But thanks for the encouragement! And always good to get straightforward comments. We done this a few times so we can take it. :)
So sweet and cute! I love this take on the theme. I had some trouble initially keeping the controls straight. Once I realized I could use the mouse to click on the rock/paper/scissors, it was much easier (though probably slowed me down a bit).
Yea, after we submitted we realized the Controls screen was missing instructions on mouse-clicking the weapon slots. That was my preferred method when things got hectic.
Thanks for playing and for the feedback!
Fun, super polished game! I love games with spooky atmosphere. Good job!
Your game is also very polished! Glad you like the spooky feel we are going for and thank you very much for your comment. :)
Super fun game. Kept me engaged the entire game. 10/10!
Thank you for your comment, we appreciate it!
Nice and smooth game, feels polished. Great job! Loved the music :)
Maybe the controls could be improved by cycling weapons with space instead? Allowing full control of movement and weapon switching at the same time.
Thanks for playing!
Glad to hear people are enjoying the few music tracks we have. I didnt get to spend as much time on them as I wanted to. I hope to have a few more added to the game whenever we have an update after the Jam.
We knew the weapon swap needed work, but had to prioritize other things first since it was technically in working order. We had planned on mouse scroll wheel as another way to cycle thru them, but didnt make it in in time.
The rock, paper, scissors mechanic is very solid in the game. Just needed on getting used to switching between the 3 but after that can play normally.
Room for improvement I can see here is still pertaining to the switching of the 3 weapons, but have 3 different buttons for each of them so the player will just have to memories which button is which.
Just a small feedback but solid entry over all
Cheers!
Thanks for the feedback. We knew that the weapon switching still felt a bit unnatural/clunky. We were in the works of trying out a few different ideas to make it feel more fluid, but had to be sidelined due to running short on time. This is something that will be adjusted in a 2.0 release after the Jam.
I really like this suggestion since it reduces multiple actions into a single one, especially when you start tabbing the wrong way and it takes several selections to get the correct item. It's really obvious now that you said it (and I've actually had a couple nights of sleep) Thanks!
Cute game with a solid game loop! would be interesting to see more enemy variety or item variety (Rock paper scissors is very solid as a foundation- uuuh rock paper scissors spock lizzard?). Scoring system would be cool as well since i dont really know what the combos do.
You have a lovely idea with great potential and implemented very well for the jam, good job.
Thanks for playing!
We had to cut a bunch of things in order to make the Jam deadline. But I agree, more Rock, Paper, scissors, Lizard, Spock, etc... elements would be neat to implement. Also had plans for Rats, and a Boss fight, but ran out of time.
The Combos would heal the Nightmare Damage meter when you would hit a set length of combo. We want to expand on the combo system in a future update.
Super cute! loved the theme and the rock/paper/scissors mechanic. Maybe the inventory numbers or icons could be a little bigger cause it took me a while to figure out I had run out of rocks hahaha, but maybe thats just me c:
Good suggestion. User Interface/Experience is something we are always struggling with. Making the numbers bigger makes sense and possibly even adding some audio sound when you are running out, or maybe some sort of visual clue. Thanks for playing and for the review!
Wow, really awesome sub! So well polished, nice mechanics and DA is great. High rated game for sure!
Just one thing, You could add a progress bar to indicate the duration of a night. I am may be wrong but i didn't find this data during my playthrough.
In earlier builds we had a transparent overly (colorrect) that would change opacity/alpha each wave. However it made it difficult to see the enemies well in the first few waves so at the last minute we had to cut the feature since we couldn't get it balanced in time. Since the feedback we were getting in testing was that the game seemed more challenging than we intended we decided it would be best to not cloud the issue (literally).
And as you noted, that had the consequence of making it ambiguous when the waves progressed. :) sorry for the confusion! Thanks for playing and for the feedback!
The gameplay feels polished and gives an enjoyable experience! I like how the mind struggles with weapon selection each time, even though there are only three of them. I’m not sure that I understood what the ‘4’ does. The first two levels were quite relaxing to play. The last was a bit difficult, yet very exciting. The art is gorgeous!
Thanks! Glad that you enjoyed the gameplay. Our pre-release testing indicated that some people thought the game was too easy and others thought it was way too hard/chaotic, so it was a challenge to balance.
The '4' was 'unarmed' combat which always applied the STUN effect. The idea was if there was a cluster of enemies of differing types you could more safely stun them all then maybe take a step back and surgically pelt them with projectiles. However, I don't think we had enough time to really introduce (and balance) that kind of strategy layer. Hopefully in 2.0.
And yea, the first couple levels were designed to ease the players in. Glad you enjoyed it!
Thank you for your comment on my art, your game is gorgeous too and very well put together. :)
Awesome submission! Absolutely loved the title screen and music. I played this with my touchpad at first which was a little tough for doing the things like ranged attack, but it was a lot more manageable when I got my mouse out 😅.
Glad you liked it! I can see how a touchpad might not have worked well. That might be something we should consider in 2.0. Thanks!
Wow, I loved the art style! I thought the play on rock paper scissors was pretty cool, and mechanics were simple to understand and grasp, although I found myself always forgetting which button was for what item haha!
Thanks for the review! Yea, we've always talked about making a game where the base mechanic was RPS so we could hopefully simplify some of the design work. And yea, I also had a tough time with the weapon selects. We actually forgot (oops!) to say on the controls screen that you can CLICK on the weapons to select them. It's not perfect still, but sometimes (for me at least) that seemed easier.
Thanks again!
Perhaps it would be slightly easier if the UI of the rock paper scissors selection is horizontal instead of vertical, at the bottom of the screen? At least for me, I found it a little hard to map the vertical selections with the horizontal numbers on my keyboard! Hope that made sense :D
That's a good suggestion. We actually had it on top, bottom, and side at various times :)
for 2.0, I think we'd add an options screen to allow some customization of the layout. Also, we meant to add in mouse wheel scrolling to toggle weapons as well. whoops.
Thanks again for the feedback!
wow this game is fun!!. good job bro!
Thanks! glad you liked it
Fun and simple ! I like this cute interpretation of a classic "game" ^^
Glad you had fun, thanks!