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Wow, amazing! I had no idea you could sequence-break your way into actually finishing the on-time version. I really thought it was impossible.

As you can see from the submission time (37 seconds left!) I pretty much ran out of time and barely even managed to make the deadline. It was so down to the wire that I didn't even get time to play my submitted version to realize I mistakenly left in a murderous kitten in the first room for testing purposes.

I think the post jam version released a mere 90 minutes after the deadline fixes essentially all the issues you brought up, although it still has a few unfortunate quirks. I think I will do another small update when the jam is over to "finalize" the game. Thanks so much for playing and for the super detailed review!!

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Yeah, just played the post-jam HTML version now, and you literally already fixed most of the issues I mentioned.  Axe kitten before bat-kitten is still brutal, but you slowed down the axes so it's slightly less so.  But yeah, the sequence order makes a lot more sense now -- it gives backdashing an actual purpose, though now dash-cat is a little cryptic to figure out how to get.  I'm a little sad jumping while dashing was removed, but it makes it so you need the super jump to get bat-kitten.  And it's good to see breakable blocks put in more places; it makes it more obvious that you're supposed to dash through it.  Though there is one cat who's now been made a lot more brutal -- the windmill boomerang cat in the alcove the in the room next to where I sequence broke'd the jam version.  Mostly because the uppermost boomerangs go above the floor on the pillars, so if you're standing all the way up, it kills you.

But yeah, post-jam version is a great game.  Great job!