The game looks intriguing. The art is really good. Also, I like that it’s unclear where the next “platform” you need to jump on is. Thus, the game leaves you more room for exploration. And finding the correct path feels more rewarding. But there were a few problems. First, the font is quite small, while there is plenty of space to make letters big enough for everyone to read. Second, the Ctrl+arrow or space shortcuts are quite inconvenient for Mac users. They overlap with OS shortcuts, and instead of jumping “through” the platform, you have your desktop switched, or the Spotlight appears. Lastly, The story felt quite sad. This is not a bad thing on its own, but I was playing with my child, and it caused some frustration. When we ran out of time, the game still continued, but the timer showed -5 minutes. At the end of the “runner” part, something strange happened. The gray “house” caught up with the cat, moving from the left, filling the entire screen with the gray color, and the cat fell into the abyss. Is this a bug or a metaphor?
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You play the demo with your child, that's great. That's exactly what I want to! I am so glad to read your comments! You make my day. Thank you so much.
I am so sorry. I am not a MacOs user so i was not aware of such binding issue. My next prototype will take into account your relevant comment.
Regarding the platforms, I am thrusting the players. In my opinion, there is no need to mark the right path. Where is the pleasure? This is more rewarding to find his path without invasing help. I had some bad comments regarding this aspect of the game. Well, you can't please everybody.
There are 6 different endings including a very positive one. This is based on a true story.
The endless runner part lasts 3 minutes. So you have 7 minutes to talk with the cow and the squirrel. If you ran out of time, finishing the endless runner in such conditions unlocks a sad ending. Understanding that the kittens have been thown into the waterfall, sinking into madness, the desperate cat jumps as well into the river. I didn't want to show too precisely this violent ending. So it is more suggested. It is not intended to cause frustation due to the timer. I introduce this feature to add this dedicated ending.
Don’t get me wrong, I loved your game. It feels like you put a soul into it, and that’s the most exciting part. To be introduced to the author’s inner world. The look and feel is amazing. I especially like that your art is a bit off the mainstream. It’s not pixel art, and it’s not deliberately cartoonish. Instead, you feel like you are exploring a painting set alive by magic. It doesn’t feel like a prototype, actually. It feels like an adventure game that just needs some polishing and tuning. Probably, the biggest problem that I had was timing. I mean, I like exploring things in a slow-paced manner.
Your message goes right to the heart. Thank you so much.
I don't take any message the wrong way. As long as it is not insulting. Every opinion matters. Criticism allows us to improve.
I wonder about the right timing left to the player. May be an option. The player chooses it. I wanted to avoid a classic menu as much as possible (at least at start) because it hurts the immersion.
Well again, your message is the main reason why i retrained to work in this creative industry! Make people feel emotions.