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Catzpah - A Game of Mischief's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun factor - How much fun was the entry to play. | #4 | 3.917 | 3.917 |
Originality - How original was the entry. | #9 | 3.583 | 3.583 |
Haptics - Did the entry make good use of haptics? | #10 | 2.083 | 2.083 |
Overall | #10 | 3.250 | 3.250 |
User experience - How well was the user interaction implemented. | #10 | 3.333 | 3.333 |
Audio - Did the entry make good use of audio? | #11 | 3.417 | 3.417 |
Theme incorporation - How well did the entry fit the theme. | #19 | 3.167 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- So far the most fun game I've played in this jam (still got many to try), could have used a gorilla tag style movement, haptics when you touch things, but such a good entry!
- Very fun, and I like the incorporation of mischief into the theme!
Godot version used
4.2.2
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Comments
I like the cat-size world scale. The physics seemed a little buggy; as I slowly moved my way over to some things I got tossed into the air instead of the object. Good concept though; I think with enough object density (katamari damacy-level) it could be quite fun.
Thanks for playing and the feedback! I think I should probably put a clamp on the player body physics so you don't get tossed around.
Katamari is a game I haven't thought about in a long time, but that is a great comparison. Longer levels with more stuff would definitely be fun, but were out of scope for the Game Jam.
The best part of the game is how the paw moves when pushing the trigger button. So cute! Of course the rest is also great. Was missing some feedback haptics and audio.
The paw curling is also my favorite part!
In the version after the Game Jam I'll have more collision sounds, I just didn't make time to implement sound effect menus in the settings for this release. I'm still learning how to do haptics, I just learned today that I only have about half the xr tools addon installed. I started putting haptics in, but I still have a lot to learn for that.
It are always things missing in a game jam. :D
I think for haptics/rumble no addon is necessary, but I saw that the godot-xr-tools has some additional "XRToolsRumbler" Node whiczh probably would be even better.
This is how I did it:
That makes sense, and I have it stubbed in, but I wasn't happy with the behavior of it. There were some lingering feedback scenarios that got really distracting.
I tried putting it on the items that caused rumble, as well as on the paws themselves and neither really worked the way I wanted. I'll keep picking away at it, and hopefully get it done by the time voting is over. Once voting is done, I'll re-release the game with a bunch of quality of life updates from all the great feedback!
I love it! It's definitely one of the more "gamey" submissions I've played so far. I'm impressed you managed to make so many levels! It was very fun, but I seemed to keep accidentally launching myself across the room somehow - typical cat behavior I guess :-)
I got spawned at random places a few times (e.g. on a chair when playing the kitchen level) and couldn’t do much, and went flying a few times too, but it was pretty fun!
Out of curiosity, when you were being spawned in weird locations, was the level end menu way off to the side? If so, I finally got that fixed, but it's well after the jam timeframe, so I will wait to post it until after. If not, I have some more testing to do!
Don’t remember it being “way” far, but maybe it’s because my position wasn’t way far either. Will give it another go when you upload the fixes 🐱
Very cool game and the levels are really nicely made ! Unfortunately the fps are very low in the quest version (around 20 fps) which makes the experience not very pleasant.. Are you using the compatibility renderer or the other ones ?
I noticed a framerate drop on my Quest 2 as well. When I exported the .apks for the Game Jam, I think I had the forward_plus rendering method on.
I have switched to gl_compatibility and it seems to be running a lot smoother. I was nervous to upload a new apk though since I made a couple other quality of life updates since the submission deadline. Once the voting is over, I will update the apks so that they are better for other devices.
Thanks for the feedback! This is the first VR game I've distributed to others to play, so I'm still learning a lot!
Ah that explains the bit of nausea I had on the desktop version as well, due to stutters I think. Right now forward+ isn't ready yet for XR on any platform, even desktop.
https://docs.godotengine.org/en/stable/tutorials/xr/setting_up_xr.html#prerequis...
Your video is what got me to double check those settings. You mentioned it hardly ran at all on your Pico. I also implemented a "Replay Level" option at the end of each level because of your office incident 😆
Recorded my playthrough
Fun mischievous game! I realised later, it really needs the sound of things crashing to the floor! Also i didn't notice any haptic feedback?
Thanks for the video! It was really fun to see how someone other than me or my daughter played the game!
Now that I have a settings menu, I should add the collision sounds back to the game. Originally, I found them a little too much, but with a toggle, they'd be much more tolerable.
I love the idea of being able to pinch your hands together to grab objects, I have to find a way to add that into the next version of the game!
I also really need to fix the level end menu. It is never where it is supposed to be. And I don't know how to put haptics on, unfortunately. That's on my list to learn!
I just added another level to the game. I figured, since the end date was amended, I should put in one last thing! Hope you all enjoy!
starting screen is miles in the distance and too small to click. I'm using quest on stationary boundary.
What Quest are you on? I have an idea to fix that, I'll implement it and push a patch
In the meantime, you can try sitting (or standing) in your stationary boundary, then restarting your Quest. I think the player position is set on power-on, and the menu is at a set place in the world.
The fix I'm going to implement is bringing the menu to the player onready
Please try v1.1 to see if it fixes your issue!
It worked with roomscale. Surprised there's a difference. Just found out you need to call loading_screen.set_camera(), because it doesn't find it itself.
Interesting, I'm also surprised there is a difference. This is the first VR game that I've distributed for other people play, thanks for being patient with me!