The game is finished. Working with Mega Cat Studios on final details for the Kickstarter. The wait is almost over!
Clever Cat Games
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I think I have a solution. I'm modifying the layout of the library a bit but I realized I can make some of the tiles look like doors and then color them. Bright doors are books, dim colors go to other maps, black doors are other rooms.
As for bug testing, I'd love that! The feedback would be helpful. There's a bit of a mess at the moment as I've been adjusting things. What's the best way to contact you? If email works, you can reach out to matt@clevercat.games.
There are two floors and a basement to the library. The reason for not adding doors that move up and down is that other areas of the game let you leave the bottom and top of the screen so I wasn't sure how to mark them. I may take another look to see if that's possible.
Thanks for the recent comments. You motivated me to make an update when I should have been doing this sooner.
I appreciate the feedback! And I'm very happy to hear it was accessible enough for the whole family to enjoy. This originally started inspired by Mario and Banjo Kazooie so that means a lot.
The game is meant to be pretty light-hearted. There is a horror section in the rest of the game that might be a bit scary I suppose. As for the gunplay, it came out of the fact the first area is a western and it felt like a simple first boss fight before getting the singing ability. I might revisit the dialogue as my thought was to remind you to use the money to buy a lozenge, and feel a bit remorseful for stealing it unknowingly.
I'm probably going to go back to what I had originally for the map and lock down the first few areas to guide you along a bit better. Enough people mentioned it and I agree I maybe went too much in the non-linear direction for the demo.
I love this concept. When the "helper blocks" killed me it made me laugh. I also enjoyed getting trapped and watching the world crumble in my prison.
It would be great to be able to see what block is going to fall next. Also, some kind of indicator where blocks will drop for a second or two would help.
Solid game. Love the art style and the use of color to signify danger. The jump to the second puddle wasn't obvious until I realized you could hold the jump button to "stick" to the ceiling.
I don't know what to do here. I learned how to make bubbles to put out fires but I wasn't sure how to shoot downward. Some of these areas could really use checkpoints for experimentation but I ended up using save states.
Love the art and the overall polish. Shmups aren't usually my favorite genre but I enjoyed what I played. The spread gun feels sluggish to fire and the robot mech things felt like they took too many shots to kill. However, it's possible I'm just bad at the game. :)
Oh, and thank you for adding auto-fire. That was a great touch.
Thank you! I originally designed the levels to only allow the player to go to the western area until they pick up the singing ability. But I opted to open up the levels a bit more. I may change it a little bit for the full release.
Is the bugged tile in the basement area? I may have overlooked an object used for the full game and the code got messed up when squashing the game down to 64KB.