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CatMeowReowPurrZ

17
Posts
A member registered Aug 11, 2023 · View creator page →

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en passant isn’t forced, 0/10 in all seriousness, pretty good game.

The fishing minigame is peak. Sailing feels a bit slow though, my monke brain would prefer for it to go faster even if the goal is made proportionally further.

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I guess I stacked too much anxiety in my first playthrough. Played again keeping it at level 1 and had a lot more fun.

Pretty good, though like others have said a bit slow, especially once you start being able to oneshot everything.

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Incredibly good.

Did you turn on ArrayBufferSupport in the frame options? I think it’s necessary for Godot html games. In the future you may want to upload an exe version as backup.

Ah, the upgrades increasing the difficulty was something I liked, especially since the base upgrades were so well designed. Just wished the enemies got stronger in a way that wasn’t more health.

Pretty good. First impression is ldls and tesla spheres are a bit too strong though.

Good concept, very well polished. First playthrough I didn’t notice the timers on the boxes and thought you could just focus on one color at a time lol.

Pretty good. The “upgrades” eventually hurting instead of helping is pretty funny considering the theme.

The enemies only really becoming a threat once there are like 100 of them is also pretty thematic, but not my favorite design decision.

Beautifully animated.

Why doesn’t the cat sleep in the indoor area? Are they stupid?

I thought there was an issue with chaining together sections since some jumps directly after checkpoints seemed impossible, but it was just the jumps are so precise that the cat’s sprite has to be completely off the platform when you make the jump.

Not bad, first level’s layout is a little confusing though. Also probably should have a way to close the game on the end screen.

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PEAK. Good concept, good execution, focused scope.

Spoiler

Only thing approaching a complaint is that there’s a bit of wonky pathfinding on the second to last level (a path Gustavo can go through but the toys can’t between the skateboard and folding wall near the chest). Non zero chance it’s intentional though.

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1.7 gb, microsoft virtual c++ runtime, UE prerequisites and a driver update is crazy for a game jam game.

I feel like a 2D or third person 3D would fit better. The climbing routes keep interrupting momentum, which isn't great for a parkour game. The absence of wall runs or climbs makes the focus on verticality even more puzzling. The parkour system in question is pretty clunky, it seems possible to do slides and vaults, but they seem to be entirely environmental rather than tied to hotkeys. This isn't a huge issue since ledge grabs are the main that the map is designed around, but those don't feel super consistent either.

You can't grab the closer box, so you have to jump around and grab the box behind it.

The core design of delivering packages between points and returning to a shelter is good, but the map design really does not fit well with the movement system.

funni cats

Really liked the start screen and the core gameplay loop was good. Would really like an end level (or moving it earlier), difficulty doesn't scale enough for infinite gameplay/going beyond wave 10-15. Otherwise excellent presentation, gameplay and theming.