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A jam submission

Cat WandererView game page

Submitted by Chavafei (@chavafei) — 1 day, 23 hours before the deadline
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Cat Wanderer's itch.io page

Results

CriteriaRankScore*Raw Score
Engagement/Fun#73.9413.941
Graphics, Audio, and Polish#104.1764.176
Theme Interpretation#113.7653.765
Overall#113.8823.882
Originality/Creativity#133.8243.824
Magical Girl Concept#203.7063.706

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the Magical Girl Genre?
The main character have super cat ability

Which theme(s) do you pick?
Schrödinger's Cat

How does your game fit the theme(s)?
main character unable to truly die., most of the monster have giant as to be like the "observer", also she's a cat so there's that,

Are all your graphics assets made by yourself during the duration of the jam?

Yes

all of them were made during the jam period

Are all your audio assets made by yourself during the duration of the jam?

No

a good chunk of them were purchased

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Comments

Submitted (1 edit) (+1)

Put your fine motor skills to the test with Cat Wanderer because this 2D platform may seem difficult at first but with enough practice and the right set of skills the game becomes pretty much a breeze.


Magical Girl Concept:

This one is a little hard to evaluate because it is mentioned that in the "How does your game fit the Magical Girl Genre?" that the main character have super cat ability. Somehow, abilities like skill or something that consumes stamina points and not magic points can be confused and mixed up with the idea of what's magical because to me after playing the game for 2 hours, I feel that the main character possess extraordinary skills that may or may not rival what is considered magical in nature. In other words, the game is themed more around the sci-fi genre rather than a magical one since everything feels and explains in a sci-fi manner. The character design lack the typical magical girl traits as well.

Mechanics:

The one good thing about the game is its solid mechanics, where most controls are pretty much laid out to include movement, attack, jump, heal, and a dash ability. The key controls is a little odd since it uses the Z key for jump while the X key is for attack. Most games use the Z key for an active action response, namely interact, attack, and talk while the X key is meant for the back, cancel, or jump action. So there are many instances throughout the game that I got confused by the key controls, accidentally pressing X Key to jump and pressing the Z key to attack since I have prior experience playing Rouge Legacy, where their default key controls are mapped with Attack on the 1 Key, Jump for 2 Key, and Special for 3 Key so old habits die hard. Basically the game is comparable to Rouge Legacy with the difficulty and the attack behavior of most enemies with the exception that it features wall climbing and a controlled dash ability. The game also features exploration as part of the game play, making it a metroidvania sort of game where most access to each part of the game requires late game abilities or key access. The game attack mechanic is straightforward, where swinging the weapon in the enemy direction and a hit registers damage with displaying the damage amount on each hit as feedback to the player. One thins seems to be left out is the hit stun effect on enemies, where enemies would halt animation or stay in place for a brief moment before being able to move as per normal. It might be an intentional design since some of the enemy characters are animation with a wind up period before hitting. However for most enemies without a wind up animation, this makes CQC a little tricky since the player either needs to either kite, dodge with the dash ability which is provided at a later stage in the game, or out run the enemy which is a little impossible for those chasing the player character unless you employ the reset scene trick by moving between scenes (due to the fact that the enemy position between scenes is not persistent). One feature I would like to highlight is the climb ability where the player character can latch on to a vertical wall and scale the wall with the up and down arrow keys while holding the jump key. By holding the key away from the wall and releasing the jump button, the player can jump away from the wall which allows the player to traverse through many areas when combined with the remaining two abilities, the dash and drop kick. The dropkick ability is also an interesting facet of the game since the mechanic allows players to bounce off both horizontal and vertical spikes. Yes, you can practically climb spiked walls vertically which is not explained in the game and the dropkick isn't a downward attack rather a diagonal downward attack so standing in front of a vertical spike wall gives you that capability right away. Besides, being able to time and pull off dropkicks is vital since it will the most used ability in the entire game, next to dash and wall climb. Moving on, the game allows players to customize the main characters skills using modifying chips with up to two slots available. I realize early in the game that the most expensive skill was the Warp chip (invulnerable dash) costing 1000 Atoms (game currency), and I knew this is a vital skill to have since dodging with the dash after putting in a few hits at the enemy would make sense in this genre. However the chips offered is rather limited and most does not offer reasonable effectiveness to be used besides the Tank chip (extra 3 healing) and Quick Paw chip (faster attack). Since the warp chip is pretty much a must have hence its the least you need to beat the game until the end (you will want this for the final boss fight and tons of dodging enemy attacks). In addition, there is a slight bug or intentional design where the dash invulnerability does not work after the player dash past the mid point, requiring the player character to be next to or somewhere before the dash midpoint for it to work. Besides that the game has an managed inventory and item system which feels sparse and redundant since the player only has to pickup 6 crystallized atoms, and two sets of keys. The mobility abilities could have a slot of their own rather than being mixed with the key slots since the keys are items rather than an ability. The character stats is not fully utilized since the defense point never really changed unless you add the defense chip which only reduces damage by 1 point and is only a good reference to the attack damage that increase with the 3 levels of weapon upgrade available in the game. Moving on, the game utilizes the save point system, where the player character interacts with a device called the Termark that allows player to rest or teleport to another location. Each time the player rest at the save point, it would reset the entire game and enemies would be present at their usual spawn points, making grinding for Atoms a viable resource in the game. Besides that, the enemy behavior is simple with a line of sight sensor in which they will chase the player when in visual view and do not notice the player character coming from behind. The enemy behavior could be improved to include dodging the player attack or behave less zombie-like by reacting with the player hits, i.e. running away when health is low, or using a special move when in danger. Next as for the platforming aspect of the game, the platforming mechanics feels solid with a few animation glitches to the player character and one rare occasion getting stuck in a wall. The platforms work pretty well with the wall climbing feature along with the spiked walls when the dropkick ability is obtained. The platform doesn't feature slopes but there are some noticeable variation in height between different types of terrain. One thing to note is that the spiked walls collision detection seem to extend quite far to the sides because the player can get hit by walking near the ledge with spikes lined up on the edge of the ledge. Its a minor issues since it does not hinder the player movement much but can be an annoyance since players going for a running jump may end up getting hit by the ledge spikes instead. Frankly, once the three mobility abilities are obtained, the spikes isn't a frustrating obstacle to deal with but I do notice that the player can still get hit by spikes even when the dropkick attack is triggered successfully. Additionally, the level design is pretty spot as a metroidvania genre with many secret areas to explore accessible at late game, shortcuts, several pathways, and some interesting scenery to admire.

Visual:

The game has really good art assets and is consistent through out the gameplay, making it suitable for its purpose. The pixel art stylization makes the game feel more of a arcade and suits the difficulty it offers. The UI art is laid out nice and simple with little to no distracting parts. The background and platforming art assets used match well through out the different parts and are seamless in style. The main character sprite is animated and if I recall correctly it was mentioned in Discord that it was made and animated using a 3D model with a pixelizer shader. The enemies are also animated and the animation suites their attack behavior.

UI:

The title screen is made really well with the title clearly displayed and two accessible buttons to the main game, namely the start and continue button. There is a lack of a settings button in the main menu and in in-game so no methods to adjust volume or change any settings for the game. The in-game UI is laid out neatly with health bar showing the qualitative and quantitative state of the player character health. The quantity of healing item is also shown directly below it with the game currency on the bottom right. Accessing the animated menu with the E key gives you two options leading to the stats menu and the inventory menu. The stat menu displays several indicators, the weapon attack damage, defense, max health, and max healing tanks. Besides that the inventory menu shows several slot groups divided into chips, items and key slots. Clicking on the item gives the description of the item selected and chips can be used by clicking the chip. There needs to be a bit of a clean up with the abilities and items, where the player mobility abilities could go in the stat menu instead of behaving like an item in the inventory menu.

Audio:

The music tracks are quite limited with it appearing during boss fights, the main menu, and the ending scene. The platforming section only has an ambient audio track so it could use a few music tracks which matching the environment in the different parts of the game. The choice of sound effect used is decent for its purpose and is used in every part of the game.

Theme:

The developer picked Schrödinger's Cat as the main theme and the theme is fulfilled with the characters being humanoid cats.

Challenge / Engagement :

The game is quite challenging not only from the enemy attack behavior but also from the platforming aspect due to the hazardous spiked wall which make certain areas impassable without the right abilities. However the difficulty of the game seem to scaled down when more abilities are unlock and certain chips are in use. (Spoiler Alert! Start) The boss fights are quite interesting with spider boss being the best one while feeling a little let down for the final boss because the final boss is easily defeated with basically the dropkick attack alone (Spoiler Alert! End). As for engagement, it is highly engaging due to the combat system and the visuals of the game world.

Originality / Creativity:

The story is original and creative in its own way but I find that the story isn't well written as it lacks a lot of lore and answers that could have explain the character predicament in the world. The final ending is also dry as it feels very generic and lacks, e.g. where it feel like it is written with the sake of just ending the game.

Story (Spoiler Alert Section):

The story as I have mentioned in Discord the last time  has some resemblance to an existing game and its called ICEY (https://en.wikipedia.org/wiki/Icey) where a female cyborg awakens to fight a greater evil so I could say the base line of the story in the game is somewhat similar. Obviously its not entirely comparable since the game ICEY takes on a unique approach to story telling. As for Cat Wandered the dialogs is minimal, in which it tells what the player needs to know about the world and very little clues is given to what and why the alien invasion called the "Eye" has to do with the cat girls. On a deeper context, it is obvious the characters are developed by an unknown facility intending to destroy the alien invaders since there is no other purpose for their existence hinted through the game. The developer place some additional story regarding another character named Ruts where at one point the player encounters her in a cave killing one of the enemy but no dialog is initiated when approach. Other than that, a few minor issues with the writing but nothing significant about it.

Overall:

The game in terms of base mechanics and art is pretty much solid and complete. There are a few stuff that needs to be ironed out and probably a big overhaul to the story side of the game since the game only focuses on the platforming and combat aspect. The game is challenging with many enemy types and their difficulty and pattern of attack makes it engaging. For me, it took about at least 2 hours to beat the game with only 2 upgrades and a Warp chip, at minimal grinding while an extra hour to unlock everything and to beating the final boss on full stats.

Side note on how to beat the game (Spoiler Alert and walkthrough!): In case anyone says the game is too hard, stop, because its pretty playable and easily beaten once you are familiar with patterns. So the thing is in the early game, you will need to get the dash ability which is right after exiting the facility. Then grind enough until you can purchase the Warp Chip. Then from that point on just slash at incoming enemies and when they wind up or attack immediately, just dash past them and rinse repeat. To defeat the boss, just use the drop kick on it and be sure to have the warp chip ready. Some tips, you can climb up walls with the up/down arrow while holding jump. Use a combination of jump and dash to access certain areas. Don't forget you can vertical climb spike walls with the dropkick ability. Certain areas in the game requires players to drop kick an enemy to jump to higher places, this is obvious when you first exit the facility heading to the right where above has a crystallized atom.

Host(+1)

This is scary good. I think I remember seeing some of this game's progress in discord but wow, you really blew me here. This has got to be one of the best submissions in this jam :O

The polish is absolutely amazing; and it seems the game has got a lot of contents too. The level of pixel art here is something I can only dream of.

Amazing work! 

(+1)

Great game! 

Could use:

* some key press prompts would help to remind you to get out of dialogs

* minimap

* less birds, I hate the birds = ] ... just joking keep the birds, but I still hate them. 

Submitted (1 edit) (+1)

Ok, first things first... this game has amazing art! I love the animation, characters, background art... it all looks great! There's a little visual glitching, but it's not too bad.

I'm impressed with the huge amount of content as well! Tons of enemies, upgrades, a large map, multiple bosses... all really cool! The theme interpretation is good, and the story, while not huge, gets the job done!

I love the different abilities that you unlock as you play, gives that great Metroidvania feel. They're all useful and cool to start using.

The audio is fine, I like that there's music during the bosses. Wish there was some through the whole game.

I do have a few critiques. First, the combat feels a little lacking, for lack of a better word. Maybe a little more impact or weight. Some sort of reaction from the enemies, or particles blasting off. It felt hard to avoid damage in a lot of situations, so I often just tanked while slamming the attack button. Since you can't stay dead, it's not a huge issue.

Second, the spikes... those would drive me nuts. Especially when you have to start climbing, jumping, dashing, bouncing all around them. It felt more frustrating that fun at times. The lag after getting hit started to grate on me after awhile. I also had some weird glitches there. It was near the second boss room, after hitting spikes I'd often start... floating? I'd lose the ability to use actions, but could float around with the arrow keys. At one point this lead to a full crash, but thankfully my save was fine after refreshing the page.

My final critique, and take this one with a grain of salt, because maybe it's just too much for me... but that final boss. I found it really frustrating. The hit box of the boss seemed odd at times, the narrow little spaces to jump/dash through. While I understood what to do, felt a bit too touchy/difficult for me. I gave it a good 10-15 tries before giving up. I was able to reach the "red-eye" stage twice, so I feel like I was getting close, but without a health bar it was tough to feel like I was making progress. Another thing that might help there is adding a save point right before the boss. Going back to the base isn't so far at first, but after the 10th time of going through the door, down the elevator, it adds up. Assuming my save-file holds up, maybe I'll give it another shot later, but there are a lot of other games I need to try first! (One other note, I had the attack +1 chip, attack speed up, and 1 upgrade on the weapon. Maybe there's a better chip combo? I didn't farm enough atom to get all the chips...)

Anyway, critiques aside, this is definitely one of the best entries! Awesome work!

Developer (1 edit) (+1)

Thank you for playing to almost the end, I guess spikes seem a bit too frustrating. I'll do something about it, and the floating glitch is new, Thanks for finding them for me, I'll probably update the game but it's probably not going to soon, probably sometime after the rating period. And your save will probably disappear though, I will try to learn how to makes save stay in WebGL.

Submitted(+1)

Art is nice, characters look cute. 

Animation looks good but the way the motion themselves look rather odd. When attacking, it might be better to have the character look like they are leaning forward a bit more. Standing perfectly straight almost leaning backwards and swinging that knife doesn't look as nice as leaning forward and swinging. 

Gameplay needs a bit more polish, in a way that makes everything string together better, maybe some particle effects here and there, enemies can have some knockback effect like the one one the player, I am sure these will benefit the game visually. 

Overall pretty good.

Developer

Thank you for playing and thanks for your feedback.

Submitted(+1)

Really liked the artwork for this one. The main character is very nicely done. The backgrounds also set a nice atmosphere. I would work on the gameplay however. Mainly, the first sword robot boss was just too frustrating. I think it is because there is no invincibility period, if he gets you cornered, you essentially get hit over and over again then die. There is good difficulty like a Megaman or Hollow Knight, or Shovel Knight which I really enjoyed. Then there is just frustrating difficulty that makes you quit a game. I think this one has potential, though.

Developer (1 edit)

Thank you, I hope you enjoyed it,  this is a  really useful feedback.

Submitted(+1)

Took a bit of browser-hopping to get this playing (hoo boy does Unity WebGL not like Opera) but got there eventually.

Thoughts:

  • Neat little intro there
  • Background parallax! Neat!
  • Footstep sounds are pretty off. There's a delay of a good step or two before they start playing, and they don't play if you just tap the movement keys. It took me a moment to realise the sounds were the character walking around.
  • Loved the hold on the swipe animation if you don't move. That's a very neat animation touch. The animations in general seem to be really good.
  • Had occasional white seams in the background. Something something pixel perfect in unity = inarticulate screaming something something.
  • Toe your way to a ledge and your character will enter the falling state and very slowly 'slide' off of it. Is your character's physics a capsule shape + ground detection by vertical raycast by any chance?
  • Hollow Knight vibes are strong with this one
  • First boss (swordguy) is a pain for his contact damage + abruptly jumping around. Lack of warning before he suddenly zooms into your face feels very cheap (whilst his actual sword attacks feel fair). If you get stuck in a corner you're basically dead from contact stunlocks. Given the previous 'enemies' to this point have to literally stumble into you to damage you he's quite the unpleasant difficulty spike.
  • Grammar's a little hit and miss.
  • Lack of a down air attack makes the flying enemies a right pain to fight.
  • NICE lighting effects in the outdoor section!
  • Those floor crawling enemies in the dark cave stunlock you to death you're in front of where they're moving.
  • When you show up the options prompts (ie yes/no, talk/shop etc), have one of the items be selected. Hit up/down keys and it'll select one, letting you play the game via keyboard as seems largely intended. Having to move your hand off the arrow keys to use the mouse in menus feels pretty awkward.
  • In a number of places in the dark caves there are a few drops onto spikes you can't see because you can't 'look down' with the camera.
  • Some longer invincibility to contact damage after being hit would be greatly appreciated, it's all too easy to stunlock to death, especially on the small platforms with spiders and the ground crawlers. You only regain control when the invulnerability ends, so its often straight back into damage you can't do anything about.
  • ...That giant spider boss is like the worst issues with contact stunlocking personified. I only defeated it by finding a safe spot in the doorway and whaling on it for a minute with a 5-damage sword.
  • Got about far as the cat crawl ability + that underground base area with the circular robots and walking cannons, then I had to call it a night.
Developer (1 edit)

Great feedback, I guess the giant spider is a little too strong, I initially designed it, assumed you at least got one sword upgrade, And the down attack actually exist, but you will only obtain it in the latter part of the game, About the option prompt, YOu can actually control them with the keyboard though but there's seems to be a glitch where the first option doesn't show as selected(but is definitely selected),These are pretty good feedback I hope to improve the game with it  

Submitted(+1)

I like the idea of a magical catgirl waking up in a mysterious facility, though the setup didn't feel all that magical.

There's not much I can say about the gameplay. It seemed to work pretty well, but I'm not all that into this kind of game and I tend to die a lot. The 50/50 respawn was a neat addition. I feel losing all your money when you die is overly harsh but it seems to be a staple of this genre.

It seemed to be a pretty big game for a jam game, though I didn't go all that far (only into the outside area a bit) so for all I know it could suddenly end with an invisible wall.

I think this game nailed the graphics, audio, and polish category with only a few minor issues. I saw some visual glitching, though this might be inevitable in Unity 2D, and the shop UX was not great (backing out in particular is confusing).

This game isn't really my thing but I think it's a strong entry overall.

Developer (1 edit)

Glad you played it, There are still a lot more content after the outside area, I do aware of the visual glitching, But I don't know how to fix it yet,

Submitted

Thoughts recorded during my playthrough

+ = I liked it

- = I didn't like it

* = Comment/neutral

====================

+ I love the intro. Great art!

+ The game art is lovely, too.

- Could use some background music in the intro stage

+ Having the "space" tooltip was a good touch

+ Having a "safe zone" at the start to figure out the controls is good

+ Introducing one mechanic at a time and forcing the player to learn how to use each thing in isolation. Perfect!

* The player animations are clear and detailed, but they seem a bit slow.

+ Movement and attack sound effects are spot-on

- Really missing having background music in this game.

+ I like how you have a chance to fully recover the first time you die

- That first boss (or is it a miniboss?) is really hard. It reacts too fast for me to hit-and-run it, and the movement patterns are too unpredictable for me to avoid the occasional jumps and other movements, so I died a lot.

- Another thing about the miniboss: it moves too fast to make use of the recovery item. The animation is so slow that it hits me before the animation completes, wasting the item.

+ Shop prices seem fair. I like how I'm presented with a couple of things that I can afford, then some aspirational ones (stuff I can buy later when I have more money)

* The bird enemies are funny - sometimes they swoop in from completely unfair angles and hit me, other times they just sit there and take hits.

+ Paths are set up so you don't have to/can't just spam cat dash all day.

+ If I land on spikes, I get teleported to a safe zone nearby so I don't take endless damage or instantly die. Nice!

+  I'm glad that I can retrieve lost atoms after I die

+ Oh, nice background music for the giant spider! I just wish there was more of this in the game!

* Not sure if the webs are too punishing. Although you don't take damage from the web when you get stuck in them, you have to do an awful lot of moving to get out of them, making avoiding enemies rather difficult. It also takes a lot of attacks to destroy them. They are webs for trapping the player, so I get that they need to be challenging somehow, so I'm not sure if there's a better balance or if I just need to git gud.

- That giant spider battle is ridiculous! I got into a place where I couldn't be damaged (a strange combination of taking damage and enemy positioning; it seems if the spiders are in a certain place when the player takes damage they will end up on top of the player but will not do damage) and spammed attack. It took dozens of hits to go down! I think the boss HP needs to be reduced.


- The cat climb is pretty fussy, so I took quite a bit of damage trying to get up through this area. In fact, I never made it past this point.

Summary

I quit after the spikes area. I need to move on. Sorry I didn't get to see the whole game, but what you have so far is pretty good! Some things need refining, such as the attack animations, and the lack of background music in most of the game is disappointing; However, the art and level design are good. Nice entry!

Developer (1 edit)

Great feedback, I can't really find any music that would fit the game so I just leave it as atmosphere noise, maybe when I go learn how to make some music, you don't have to progress using the path with spikes place that you stuck at but if you do, you kind of have to combine climb with dash to go through, And about the giant spider, It definitely has too much hp I'll do something about it, Thanks for playing

Submitted

Let me first of all say that you've created a lot in a month. Well done!

I think your magical girl concept is very unique and I really like the way you linked it to Schrodinger's Cat. I don't know if the spinner when you die is biased or not, as with 4 deaths I was only revived once. 

I was engaged in the gameplay, and exploring the world was fun. I liked the dialogue at the shop and the variety of characters which helped keep me interested in the story. I would suggest adding more frequent save points as I first died at the spider and did not find the nearby save point at the time, sending me back to the birth place. However, I kept my upgrades and the enemies did not respawn so it was easy to get back to where I was.

The other thing I would mention is that attacking in the air also locks your horizontal movement. I had done this in a game I made for a jam a while ago, and I didn't really see anything wrong with it until people pointed out it made jump attacking feel bad. I'd suggest changing it so that you can move horizontally whilst jump attacking, trust me it feels a lot better.

The graphics were great and I especially liked the character portraits. The animations are smooth and there is a lot of polish, just from the way the player moves to the different transitions you've included.

Both the sound effects and music were well chosen and suited the atmosphere of the game.

Nice game!

Developer

Thank for playing, thought having a lot of save point might be too easy so I only have one each area, I'll consider about the air attack thanks for the suggestion