Thank you for playing! We originally tried to do what you suggest having the cat stretch halfway, but unfortunately we weren't skilled enough to get that working within the timeframe and ended up with what you see here. Likewise for the music. But both of those things we would be excited to update once the jam is over. Thanks for the feedback! :)
kopatrich
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Reminds me of Mini Motorways, but its interesting that the cars don't interact with each other - maybe if you were scored not only on number of roads but also how long it takes cars to go from place to place? So you'd have to balance using fewer roads with creating optimal paths between each house. Just a thought. Great submission!
What a great execution!! It's similar to what we created but far, far more polished :) I wonder if a visual gauge to indicate the level of charge or how far the cat will go would be nice, although it is also part of the challenge to learn how the cat moves, and the eyes widening to indicate full charge is also helpful. I got stuck by putting the head and the tail on opposite sides of a small horizontal platform, but managed to get unstuck by mashing both buttons. Very nice work!
Very cool! If you're planning to polish this further, some way to differentiate which type of planet is which, and the relative number of cities/mines/etc (like how you've done with indicating the rate of change for resources) without needing to zoom in would make optimizing everything feel a bit smoother I think. But very engaging and well executed all around!
Thank you for playing! There are definitely fixes that I would love to do once I'm able to update the game.
The hero spawns with health and attack based on your slime's level when you leave the cave, so for slimes determined to kill a hero a good strategy is to leave the cave while a hero is present and very quickly level up once or twice before finding the hero, which will put you at an advantage. It is very unlikely for a regular slime to defeat a hero, although it is technically possible :)