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(+1)

Good:

  • Aesthetically, it's absolutely lovely. The sprites are charming, the environment all feels cohesive, and the use of musical notes for sound effects is really interesting.
  • I liked the level design. It looped back on itself very nicely, and I felt like there were lots of directions I could explore. I also liked how the camera zoomed in on the vent sections. That made them feel darker and spookier. Since it also made it easier to run into enemies, I had to be more cautious, which felt appropriate.
  • I'm impressed with how clean and simple the control scheme is. You managed to get three fun abilities into the game, with only five buttons. In fact, I never needed to drop through a platform, so it was more like four buttons.

Bad:

  • I liked the sound design overall, but I feel like it was a missed opportunity not to include cute cat noises. More seriously, the landing sound feels a bit odd for such a soft-footed animal, especially when landing on cushions or sofas.
  • There were a few dead ends with just enemies in. At first I thought I was supposed to purify all the toy mice, but some of them seem to come back, while others stay purified. 
  • I'm splitting hairs here, because there were so few problems with the game, but the ending animation made the girl seem like a 2D cutout. Nothing had used that aesthetic before, so it was a bit jarring.

Overall, this was a beautiful, thoroughly enjoyable game. I really enjoyed it, although I am biased towards anything cat-centric. I think you scoped really well for the jam, and hope you consider a more expanded version in the future!

Thanks for for playing—we're so delighted that you enjoyed it!

The sound designer would agree with you on the sounds. He had lots of plans for doing foley of his own cat, but had some things come up during the jam, so was only able to get us a first pass of his instruments -as-sound-effects concept, and only the one BGM track at the end. Still, we're happy we got some of the idea in there, and it looks like it resonated with players, so we're excited to possibly expand on that concept in future projects (or maybe even continue this one).

The animation of the ending, of course, was a product of how much time we had. But we felt it stronger to have some representation of the story in there, even if we didn't have the time to create sprite animations for everything.

I appreciate your comments on the level design. It was challenging to fit those sort of core metroidvania level ideas of backtracking, multiple paths, and having abilities change the way you can traverse the areas you've already visited all into the relatively tiny world of a single house. I'm super happy that you noticed the effort and it worked for you!

Thanks again for your feedback and for spending the time with our entry!