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(1 edit) (+1)

I think the concept and the music are nice. I like the idea of having low and high risk attacks for the player with different patterns, although the former needs to deal some pity damage if you fail to really be low risk. There's also an extrinsic push to pick the high risk option simply because it's more fun.

I would like to see more feedback for the player. Visually the cat uses blades, stars, bombs, gears, a boot, etc. The tutorial helps of course but perhaps what you really need is a more consistent visual theme. The monochromatic aesthetic makes it ideal for this, specific colors and shapes can easily indicate the current threat and what needs to be done. 

Thanks for playing. I agree it's not consistent at all, but that's because this cat (which is actually a placeholder graphic) boss is a combination of different bosses in the game, hence the wildly different movesets. I wanted the prototype to showcase the kinds of battles the player would face.