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Sweet Cats's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Engagement/Fun | #13 | 3.091 | 3.091 |
Polish | #19 | 2.273 | 2.273 |
Aesthetics | #19 | 2.818 | 2.818 |
Audio | #19 | 2.455 | 2.455 |
Magical Girl Concept | #20 | 2.818 | 2.818 |
Overall | #20 | 2.662 | 2.662 |
Theme Interpretation | #21 | 2.727 | 2.727 |
Originality/Creativity | #24 | 2.455 | 2.455 |
Ranked from 11 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?
an ordinary girl that got an orb as her power
Which theme(s) do you pick?
sweet and service
How does your game fit those theme(s)?
service the npc to help the player and sweet for the cats
Were the assets for your game made during the jam? Elaborate as you see fit.
2 cat pixels are created by me
sound is from freesound.org
all art are from opengameart
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Comments
Very playable game. I appreciate that difficulty does steadily increase in the level design, though it only became challenging near the end. Was mildly disappointed that the shooting was not incorporated more. Got slightly annoyed when I was never sure which direction to go from a checkpoint until I bonked an invisible wall. Largest pain point was the sluggish camera and slow imprecise platforming combined with spikes that have larger hitboxes than they appear.
Hey, nice job with this one! It was a nice concept and I think there's a lot you can go if you want to continue on this project. I think a couple useful things you could do is have some clearer indication that you're supposed to fall down at some points, since I would usually jump right over all the gaps and then have to walk back after hitting the invisible walls. The hitboxes can also use some fine tuning, since on the final level I would try turning around and the shifting hitboxes would make me run into spikes a lot.
Thank you! I might update just to fix the game later and I'll keep this in mind.
The gameplay on this one was super nice. It had butt cheek clenching jumps my friend. I didn't beat it, and kept dying on this one part, so I stopped, but seriously solid gameplay!!
Platformers are one of my favorite types of games, so I had fun trying this one out!
It's a bit rough around the edges, but that's to be expected with jam games. The overall concept is solid, I like idea of journeying through a cave to save your friend! The cat sending you on the mission does feel like a nice "Magical Girl" touch, even if the rest of the styling is a little more fantasy-esq.
The platforming itself feels a little sluggish and floaty, but I got used to it. I only lost once, to a spike pit. Attacking in 360 degrees was a cool mechanic, but I'd like to see a little more impact or something with the shots and hits. It just didn't quite feel satisfying, but it I think it's on track with a little more work.
The level design was alright. I think it could also use just a little more work to make it more interesting. For starters, instead of the many invisible walls blocking you from going too far, why not a pillar or wall, or even spikes or another object that blocks your path. Additionally, maybe a little more visual cue to help the player along. Eventually, I got the idea that I'd be diving down pits, but at first it seemed like an obstacle. A sign pointing down, or another visual cue could help flag those points.
Even though there is room for improvement, for a solo dev jam project this is still impressive. Great work!
The game is nice to look at and feels nice to play. I would probably put jump on W too, since for me only using ASD feels kinda weird to me.
There was one point in the cave where I felt like the spikes didn't match the actual damage zone. Going slightly to right causes you to die, even though the spikes are an enitire block away.
Overall good job.
I like the concept of this game, and it's an interesting implementation of the themes, but in almost every aspect it's close but not quite there.
There's a lot of nice pixel art in this game, both for the characters and the world. Unfortunately, some of it is blurry, some of it is quite clearly scaled up or down, and there are some graphical artifacts when scrolling, which gives the whole thing a rough and mismatched feel. Some of the spikes are also halfway in the floor.
While I like the concept of the story, the dialogue is pretty stilted, and the ending is abrupt.
The platforming is pretty basic, but the movement is pretty solid. The camera, though, almost made me sick because it jumps up and down so aggressively. I think it would be better if the camera was zoomed out more, which would also help with the disorientation mentioned below.
The level design is okay. It wasn't clear to me that you had to drop into the cave and I walked to both ends of the world until I figured it out. Afterwards I understood that we were mostly dropping down, but I think that could have been signposted better. It was sometimes hard to see where I was going in general because the field of view is small and the level is made up of the same few tiles. The general concept of avoiding spikes and enemies works well enough, but started to drag and get repetitive toward the end; I think the game would be better if it were a few screens shorter.
Shooting enemies isn't really satisfying and feels like an afterthought. I don't feel it's a bad mechanic, but one that needed to be more fleshed out.
I'm not a fan of the Atari-like sound effects, but that's mostly down to personal preference. A bigger issue is that the bullet sound is glitched and only plays sometimes. The music was pretty good. It could have looped better, but that's a pretty nitpicky complaint.
I did appreciate the relatively generous save points. Although it was a bit of a mixed bag overall, I never really got frustrated with this game. It was a little short for a jam game, but didn't try to stretch out the content it had too much, which is also appreciated.
I really appreciate your criticism and I honestly agree with most of your points. I really wish I planned these 23 days game jam properly and didn't rush it I would have made it better or at least the mechanics and the feeling of the game way better.
In first try, i actually didn't know the pit is the cave i am supposed to get in, and i jump to the cliff on right side and get an eternal falling. After that i have a problem to tell which pit is for the lower level. So in my second try, i again stuck in an eternal fall in one of the pits.
the pixel art is kinda cute, i believe you can set the texture filter to turn off to match the pixel art style better.
the platform game system is functioning. not bad. but sometimes i can't perfectly feel the hitbox. it sometimes trigger a respawn when the character is still far from touching anything. And when the character switch direction, the sprite move quite far, which is quite unusual for this kind of game.
i can feel you develop this with heart. and i wish to see what game project you will create next.
thank you so much for the review to be honest when it was time to test my game for any bugs I was so rushed and seemed to miss somethings to fix