I see cat, therefore I have to play.
What an adorable game, I giggled when the box started to move. I got up to level 13 and it gets crazy!
I read and enjoyed your devlog - it's the first postmortem I've seen here. It's great that you've set out to ship a game over a weekend, congratulations. I can tell that it's a very special feeling. I also have been in the games industry as a non-programmer for quite a while now, but have only picked up coding in c# over the last year or so. Designing games is awesome, but being able to create them from scratch is even better, so great job going down this path and keep it up!
Some thoughts for the game:
- The main play-area of the game is very biased towards the bottom 20% of the screen. It leads to a lot of wasted screen-estate.
- ^ also makes the game harder to play in a casual setting on a web player since frantic players could easily click outside of the game.
- Different colored cats! As you've said in your devlog, it's hard to hit all your original goals. But if you could only afford one colour, white was probably not the best choice since it's also the default colour for most people's cursors.
- Slight variation in cat sprite height. So that the cats don't look like a line of white in the later levels, and to fake a bit of depth.
- When dragging a cat, you've got the perfect chance to do something funny with the mouse cursor. Eg, the cat hanging on to dear life to the mouse cursor.