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Glad I could finally try this! Some thoughts:

  • The environment sprites are a bit lacking in detail (e.g. the logs and door switches), but the UI work is really really nice. It's cool to see pixel art UIs nowadays, because I often see games that try to mix a modern UI with pixel graphics, and sometimes that looks odd. This feels authentic to the SNES/GBA era
  • The dialogue is cute and I like the auto-scrolling text while you're playing
  • The text during the boss battle felt odd - like there's a timer that stops you from pressing to advance, but the timer is longer than the time it takes for the text to read out. The concept is fine but the timer is probably too long
  • Gameplay-wise, I mean, it's a standard platformer. I assume some features of catgirl form have not been implemented yet, because I couldn't find a use for her compared to the cat, seeing as she walks more slowly
  • I must reiterate that the dialogue was fun, and I think the overall flavor of the game is a large part of its appeal, because the core gameplay is something that we've all played before.
(+1)

-I'm not a artist (I'm a programmer actually) so I'm trying my best. There's a lot of a iffy stuff all over I have to deal with. It's nice getting this far though, I never thought I would.

-There's also a button to advance the auto advancing text. Tab/L2 by default.

-I can see where you're coming from. There's a fixed timer for all text to advance, it's not based on the number of letters or anything. You can also use the dialogue skip button if you're ready to continue.

-Yeah, the girl is used to interact with the world, use items, and drive vehicles. None of the current levels have these objects in them, so it's just a sneak peek at the moment.

-Yeah, the game's a puzzle platformer, but you're lacking a key component of the game's puzzles in world 1 (girl form), as to not flood world 1 with tutorials, so I tried my best with what I had to work with. It should find its stride more in World 2.

Thanks a ton for playing my game!