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A jam submission

Mr. CatoskyView game page

Submitted by noitisoprepus — 1 hour, 14 minutes before the deadline
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Mr. Catosky's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#363.3533.353
Use of the Limitation#373.7063.706
Overall#433.2213.221
Enjoyment#462.9412.941
Concept#562.8822.882

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

Team members
2

Software used
Unity & Photoshop

Use of the limitation
The art assets has colors contained in the palette.

Cookies eaten
3 oatmeal cookies

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Comments

Submitted

good art really liked mr.catosky 
simple game 
would recommend adding more effects and making the game harder as time passes
also the game should be endless for me to challenge myself 
also great use of the limitation and nice music too

Submitted

The cursor mouse is a cute touch, love the art and take on whack-a-mole!

Submitted

Nice and simple, great game!

Submitted

Gg for the submission :)

Submitted

A really cool wack-a-mole type game. Love the art, great job!

Submitted

I agree that this feels somewhat like an aim trainer. As if the player is shooting these rats with a hitscan cork gun. Instead of whacking them with a mallet.

I think an interesting approach to your idea would be to focus more on creating the feeling of using a mallet to whack these rats. One way that could be done is to have a collision shape be instanced or enabled whenever, and wherever, the player clicks. Then inside the rat's collision handler, it just needs to wait for the mallet collision shape to enter it. Instead of waiting for the cursor to click inside it.

Not only would this feel more like a big ol' mallet striking an area. It would allow the player some more leniency on when and how they can use their only action within the game. The action only occurring when the cursor is clicked inside a rat's collision shape creates an experience that relies more on precise twitch movement and reaction. Where as if the player could just strike some area whenever (or with some cooldown between whacks), that would be more inclusive of varying skill levels. And add some potentially fun and interesting sort of chaos to the gameplay.

I also think increasing the scenarios where a player can use their action(s) can lead to a deeper game naturally. For instance if a player can affect an area with their whack, there is the possibility to try and hit multiple rats at once. There is added risk reward to this. The player could hit multiple normal rats. But now there is the chance to also whack an explosive rat on accident.

Last little game design ramble. A useful way to think about your game is to ask "If there was no goal, would my game still be fun to play?" So essentially, does your game have some aspects of a toy? I feel like my mallet example would help to, somewhat, facilitate this concept. In my imagination I could see a player having some fun, although perhaps just a short few seconds, simply whacking around on the screen. Even more so if there was some "juice" added, in the form of a cool animation, some dust particle effect, a loud thump or thud sound effect, etc.

I hope that ramble comes off as constructive & conversational and not condescending or in anyway negative sounding. The fact that you were able to make a fun lil' polished experience in 72 hours, or less, is awesome. Hindsight is 20/20 after all. After the jam ended, I felt that my game's design could have been more solid from the get go. And I feel the gameplay ended up lacking because of it.

I really liked the art, animations, and overall aesthetic as well. Keep up the good work.

Developer

These are some good points. I agree that our game feels more like an aim trainer than it is a whack-a-mole. Adding the mallet effect, some screen shake and particle effects would definitely add a lot of juice and personality to the game. We'll definitely keep these thoughts in mind on our next game jam. Thank you very much for the feedback!

Submitted

Nice whack-a-rat, oddly satisfying to play, great job :D

Submitted

Fun and charming, has a lot of character to it!

Submitted

This is how aim training for cats looks like. Good simple game, I had fun with it :D 

Submitted

Although the gameplay was pretty minimal, simply clicking along to the beat of the music was very satifying, and all the art assets were really well made, tho like someone else said the click area is a little small

Submitted

noice

Submitted

Feels very satisfying

Submitted

I think the "click area" on the rats could've been a bit bigger, but I love whackin' some rats