All games currently have at least one rating according to this page: https://itch.io/jam/mini-jam-80-cats/unrated
MiyukiNinja
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Well I only had 38 on the second run, so I did a third playthrough and here's an 80 score =P
Those ideas sound good, it'll be interesting to see how the game develops.
Two further things I noticed on this run:
1. You can catch a mouse while in tired/sleep state but doing so does not bring you out of the state prematurely, and I would suggest that either it should, or that you shouldn't be able to catch mice (of either type) at all in this state.
2. There are certain spots near each corner where being hit by the dog will result in you bouncing off the wall and landing on the dog again losing two lives in the process, so a limited invulnerability state after each hit might be a good idea. I got caught out by this three times on this recent run because I kept messing up when I entered sleep mode >.<
Balance issues and minor bugs aside, this is an excellent proof of concept. I would like to see it expanded, perhaps with a checkpoint system which only allows one to keep scrap if they can reach said checkpoints, or as a full on roguelike where parts drop directly from enemies instead of scrap and new parts can be unlocked between runs but death means restarting the run, etc.
The puzzles were alright (if rather easy) but it would benefit from greater variety in that area: the level with two dogs crossing the corridor is functionally the same as the one with only one dog; the level with four dogs circling is the same as the one with two circling. The need to press W for each new placement of the laser is also somewhat irratating (and can be buggy if trying to perform actions in quick succession), so allowing it to be controlled entirely by left clicking would likely make the gameplay a lot smoother.
The graphics are very nice, and sound design decent. The concept was also fairly solid, but the implementation fell short for me.
Maybe I was just unlucky, but after half a dozen spins with 5-9 blue and only a single red each time I rolled triple hearts on four of those occasions, and on other tries I just got the same towers and traps as on lower amounts of blue. Once I resorted to simply spamming the roll as often as possible with whatever amount of blue I had at the time (typically 0-2) I was getting much better results.
Another thing I struggled with is forward planning: extant towers and traps seem to block the placement of other towers and traps in a very inconsistent manner (i.e. sand cannot be placed vertically adjacent to towers, but towers can be placed vertically adjacent to sand; certain traps cannot be placed directly next to each other on vertical paths but they can on horizontal paths; other traps seemingly cannot be placed on vertical paths near (not even just the tiles that are directly adjacent) to towers, but they could be placed directly adjacent to the same towers on the horizontal path round the corner; etc.)
Very interesting concept, once you get the hang of the jump the game becomes rather trivial however (my first try only scored 4 points, but on my second I got bored after about 40). Perhaps this is due to my hardware setup (I run a fairly high mouse sensitivity compared to most people), but for me clicking pretty much on the cat and flicking to any desired point on the ceiling causes the cat to jump almost instantly (after a very consistent delay) to that precise location. With that being the case, avoiding the dog is trivial so one just has to watch out for the occasional plague mouse, alternating between sitting over the left most and right most traps.
A fun platformer that is more complex than it initially appears, the wall jumping mechanic is nice and fairly well implemented but should probably have been documented somewhere as it is necessary to complete most of the levels. It would also be nice to know how many cats each level features in advance and for the game to track completion of levels.
A bit light on gameplay, all you do is pick up items and sell them over and over again, with a small amount of exploration towards the end. The control scheme needs work, having "I" as the interaction key but requiring both mouse interaction and keyboard-based movement on either WASD or the arrow keys means the player constantly has to switch hand positions, this could easily be solved by either adding keyboard navigation to in-game menus and clickables or by allowing a key closer to the movement keys perform the same functionality as the "I" key ("E" or "F" for instance).
Charming graphics and a great concept brought down somewhat by a couple of rather frustrating design decisions. For instance, the game restarting from the beginning each time the player makes a single mistake when combined with the guesswork involved in defeating each enemy is a particularly punishing combination.
A very simple game, unfortunately the difficulty curve could do with some work as the game starts off fairly trivial and remains that way for some time, followed by a short period of challenging gameplay, but this sweet-spot is fairly short lived and eventually the rate at which the objective moves exceeds the player's movement speed. Also, the in-game instructions would benefit greatly from being in a lighter colour to aid legibility.
A decent start, but not without issues: the controls are a little clunky, both in terms of the visual cue for shot power being very small, and it being fairly low detail with only six bars; the graphics are fairly dull and could benefit from greater variation between levels; and the physics part of some levels can be inconsistent (specifically in my case the final level took three attempts before the top right ball would roll far enough once hit to knock the top left ball over successfully).
Regarding obstacles, not really. The initial plan for the jam build included having variation in the trees (basically just randomising the scale on spawn as that would be relatively simple to do for the jam), and including variation in enemies in such a way that would restrict the player's actions; flying a missile above the treeline for too long while in range of a SAM enemy would result in your missile being shot down etc.
Also planned for the jam was to have two other attacks: mortars, which would spawn in the sky above your target and have to be flown in, avoiding obstacles in a manner similar to the freefall mechanic in the third Ratchet & Clank game; and air strikes, for which one would have limited control over the plane as it flies in, having to judge where to fly relative to the target and when to open the bomb bay doors based on the plane's momentum and the wind.
Longer term, if I continue to work on this, I would probably hope to add proper terrain generation and make the area fairly mountainous. Also get the spawning algorithms solid enough that the game didn't have to be locked to the same seed for every playthrough (unlocking the prng's seed at present would leave the very real possibility of trees spawning directly upon the player's starting location among other issues, possibly making the game completely unplayable on certain seeds).
Oh wow, can't believe I missed that during testing. Luckily I used byte as the lives data type so you only get 255 lives on playthroughs past the first at present... Fixed now on my end, will upload the patch after the voting is over.
Regarding the over/undershot thing, was it trouble seeing the arrow and its white trail/heart particles during flight, or trouble seeing the arrow once it hits a wall/where it hit the wall?
Thanks!
Yeah, audio is always a problem for me, don't fancy the idea of using somebody else's stuff but never have the time to work on it myself, nor really know how I would go about doing so. It's something I'll definitely look into at some point. =P
With the walls I debated changing a few things, like maybe raising the player a little further off the ground, but I found that at lower speeds you usually still have ample time to aim after clearing the rubble and at higher speeds it goes by so quickly it's not much of an obstruction. I did add a stipple effect to pieces that are close to the camera, might play around with the settings on that to make some further away rubble still partially transparent. I also have been considering the possibility of giving the player control of their movement up/down and sideways, adding a flight mechanic and further obstacles which must be dodged rather than shot, we'll see if I work on this more post-jam.
Arrow path indicators I'll look into, honestly not too sure how to code something like that, but given it's a staple of many games with grenades and the like I'm guessing it can't be too hard to implement. Certainly sounds like something that could improve the game, especially if I add the aforementioned flight game mode/mechanic.