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This game has got really nice music and art but there are some issues telling the foreground and background apart.

I do feel it could control better still the charge up animation for the cats jump was nice.  The level design has some blind jumps, there are scenarios where the platform I should be aiming for isn't on screen or a jump launches me into an enemy just out of view.  The game can be quite punishing as well, I thought it would be nine lives per level and having to reopen the game and go through the dialogue again can be a bit frustrating.  

This project is really impressive if you leant a new game engine during the jams time period as well but there are technical problems present like I got stuck in the floor once and had to restart the game and wall jumping feels really unreliable (doesn't always work, just sort of glitches in and out of the wall sometimes).

(+1)

Thanks Lerg! The feedback you have here echoes a lot of what I've heard before. I feel like most of these issues have been addressed or at least improved in the current build, which in addition to not being available anywhere just yet won't replace the version being judged for the jam cuz them's the rules.

I did not learn Godot over the course of this project, I've been learning the engine for several months now and still am learning it, to be honest.

One thing that won't change about the project even as it hopefully gets finished and makes its way to Steam is the hard limit of nine lives per game with no one-ups. Nine lives and nine levels. I will continue working to make it harder to die and so that when you do die, it doesn't feel "cheap" and you don't feel cheated. I've already added an autosave function and will soon implement a proper gameover rather than the joke now where it literally just quits you out of the game when you run out of lives.