My thoughts while playing the game.
+ = I liked it
- = I didn't like it
* = Neutral/suggestion
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+ Lovely title screen, dramatic music
+ Cute intro, I love the sprite work
* Symbol text. Is that deliberate?
+ If it is deliberate, it makes sense - why would a cat understand human language?
* Animals talk to each other without issue, so I guess it is deliberate?
* I've gotten further into the game and I'm pretty sure it's deliberate
- I'm not sure how much control you have over this, but the lighting is flickering a bit on my screen and it's a little annoying.
+ Beautiful HUD art
- Hey, I can get hit by the cactus just by walking next to it? That doesn't seem fair.
- I have no idea what to do now. I see these "SP" charges but I haven't been told how to use them.
- So I have to go under the cactus where my character is obscured by the trees to progress? That's kinda mean.
- I'm suddenly presented with a QTE bar with no instruction on how it works. I intuited how to use it, but consider telling the player what to expect just in case they don't.
- I stepped on some red flowers and died from that? Is it the red flowers and not the yellow-flowered cacti that do damage?
* There's an area that has 4 jump spots right next to each other. The rightmost side has nothing in it.
- First off, it's pretty annoying to have to wait for one QTE bar to progress, jump, then have to do another QTE immediately after in order to progress. What's the point of that?
- Furthermore, why an empty space? I just wasted (a tiny bit of) my time!
* Some QTEs are slow, others are fast. Interesting that the variety is there, but it would have been cooler if there was some tie-in to skill or difficulty of the task.
* Upon further experience, it seems the QTEs slow down if you miss one. I guess that's good.
+ I have choices for progressing over the water. Cool.
- Oooooor maybe not! I hate false choices!
* Oh, now that I can see more clearly, it is indeed the red flowers that do damage, and the SP icons are lives.
+ The choice of tiles for the forest are beautiful
- I just wish they didn't obscure my vision so much
- Menu heath display doesn't align with the on-map health display. Makes it hard to judge whether or not to use purr.
- Now that I think about it, isn't purr just basically committing suicide? You lose a life to fully restore health - basically the same effect as dying.
+ I do appreciate that the cat emits a soft glow so you can kinda tell where you are even when obscured by the trees.
- Did I just get hurt by a flame that I couldn't see coming?
+ Interesting house. Seems going in one way can end up looping back into the same room.
- I seem to be stuck in a repeating room with no clues as to how to get out.
* I managed to get out of it
- I'm not really liking this repeating room thing. It seems like the only way to get through it is to check every interactable object in the room, take damage from something, then press a button (or unpress it) and proceed.
- What do these buttons even do? I guess I need to press them to proceed but then I open a door and get hurt!
- The first witch avoiding part seems to suffer from "read the dev's mind" syndrome too. I'm first presented with a left or right directional choice, but don't know why I should press one or the other. I can't even tell if I chose the right direction, but I was able to proceed to the next room...
+ Which I found to make more sense. I avoided the witch and was able to proceed.
- Tile passability errors exist in the capture room. I can walk on shelves (not that it is exactly unrealistic for a cat).
- The fog maze doesn't seem to do a good job of indicating where I can and cannot move, so I just randomly move until I find my way out.
+ I'm glad you have the lantern confirm that I am making progress. I'm a little leery after the crazy room puzzles.
* I guess I get an ending based on how I did in the game, but it's not clear what the criteria are.
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Summary
I'm glad to see you branch out from your household chores-styled game for a different game type, but there are a number of things here that make the experience confusing and frustrating. Most of it comes down to not telling the player ahead of time how the game works and what to expect.
It is nice to see a game that isn't a turn-based JRPG, so I hope you keep taking risks and learn how to further refine your skills and expand your game making repertoire!