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A jam submission

Neko wa!View game page

Submitted by ZXfrigginC, pablo game_audio (@wundermusik), MatthieuD134, Cooper — 35 minutes, 2 seconds before the deadline
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Neko wa!'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#243.5453.545
Theme#333.9823.982
Accessibility#412.9822.982
Overall#423.2733.273
Originality#463.4183.418
Graphics#493.2003.200
Fun#512.9272.927
Controls#602.8552.855

Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.1.1

Wildcards Used
Arch-Nemesis

Game Description
A polished expandable title, made by a team of four people on their first jam! I'M SO PROUD

How does your game tie into the theme?
Cat is the main character, partaking in a time-honored tradition.

Source(s)
N/A

Discord Username(s)
zeteraxismilligon, pablowunderlich, nivis_sicoper, edreldor

Participation Level (GWJ Only)
This is everyone's first Godot Wild Jam!

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Comments

Viewing comments 12 to 1 of 32 · Previous page · First page
Submitted(+1)

Cute af, couldnt figure out the goal tho.

Submitted(+1)

the art, music and  controls are very well implemented, congrats!

Submitted(+1)

Cool idea! The movement was very open and responsive. I felt the lack of seeing the line of sight of the enemy. Good job for you all.

Developer

Thanks, I think you're right, it is something that is missing in this build unfortunately... Thanks for the feedback

Submitted

This was such a fun game and could be expanded easily into something more. Loved the music!

Developer

I'm going to take credit for this one. I specifically structured the code I implemented so that even if some of our definitions weren't implemented at the time, they easily could be implemented if we made new interactables.

The enemies represent the other side of this coin, and we'd need to restructure it in order to make new ones.

Submitted

Interesting concept! The animations are so well done!

I would like to suggest having a count of how many objects the player still needs to break to win. That would help convey the objective of the game and give the player some feedback of their progress.

Nice job!

Developer(+1)

We actually had a discussion about this, and I made the executive decision to obfuscate the scoring of the game. Instead, there are different game over screens depending on when you get caught.

Check it out, try deliberately getting caught before breaking too many things. We have 3 stages of game over for you to see!

Submitted

A super cute visually amazing game with a nice soundtrack. however the game did have some small issues where the cat wouldn't go to the correct square. I was a little confused about what the goal of the game was, was it to knock over everything find something or get a certain point? Overall though the animation was fantastic and visually the game was great. Wonderful job!

Developer(+1)

Our original idea was to create an escape goal and have you move on to a new game board where you'd transition from mischief to mayhem, but we ended up going for something simpler. Good thing too, we really cut it close with asset creation.

Hopefully, the confusion didn't last long!

Submitted

neat game! the concept is super cute and tied to theme well. i agree with another commenter that said the controls were a little buggy at times (for example, around walls, or the cat stops a square short of where it was told to go), other than that it's a pretty satisfying experience. the audio was great (i love that meow lol), art was cute with great breaking animations.

Developer

This is actually a known bug that we could not fully fix. If you spam click in the game, you can break the cat's movement.

But I do have some insight as to why going around walls may have been a little dicey. Our path finding algorithm is only supposed to consider squares within a specific range. When you click the other side of a wall, that range is actually massively increasing, depending on how many squares you have to move to get around that wall. If that range happens to be broken, the cat will go to the spot that sits closest to your destination "As the Ghost Flies".

In retrospect, I think what we could have done is limit this to simply spots at the edge of that range. Also, if we implemented "Hunting Stance" as mentioned in reply to said previous commenter, you'd get the feedback you need to know that the cat would get to your chosen square. In other words, you had the opposite problem he did. While he went 1 square at a time at first, you pushed how far you could click away from the cat, and arrived at the same issue.

Submitted(+1)

The free jazz soundtrack in this was so cool and I liked that the music changed track when you were being chased (although perhaps the proximity needed to be a little larger?). The animation of the lamp falling over was so smooth too! This game was dope, happy to have played it.

Developer

thanks very much for your comment! The team worked really hard to get the game where it is. I was responsible for the game audio but as a whole it wouldn’t have been possible without the team effort and feedback.

Submitted(+1)

Really enjoyed the music in this one, and the "just click on where you want to go" control scheme is really neat for a casual, pick-up-and-play game.

Developer

Thank you so much. I was responsible for the game audio experience and appreciate your feedback very much. 

Submitted(+1)

It was decent here is my feedback the really small vases tought they were mice it was unclear that all of them had to be stroyed aswell to win. sometimes that cat had problems moving to a location behind walls. i also tought in the beginning that i could only move one square at a time. would be nice if there was a small tutorial level or something 3/5

Developer

Something that didn't make it into the game was a "Hunting Stance" which would tell you whether the cat would respond to the laser pointer.

On the team, I was very much a stickler for making the learning process "Implicit" meaning you learn without being told what to do, and now that I've heard this feedback, I know what a shame it truly was that we failed to implement "Hunting Stance".

Submitted

The cat path finding mechanic was cool! Few times I've had to mash around to get away from the humans hahaha. I loved the animation of the lamps being destroyed. Music was cool too!

Developer

I actually was pitching an idea for the cat to move to the pointer without the need for clicking if it was being chased, but that never made it into dev time. It's unfortunate, but maybe it's for the best.

Submitted

I think the way it's done now is great! I think removing the click would be removing a lot of control for the player.

Submitted

That cartoonish animation of the lamps really got me amazed! Congratulations on the submission!

Viewing comments 12 to 1 of 32 · Previous page · First page