Oh that is interesting and should be concerning. Some enemies as time goes on they scale their HP which means that they require more than one hit to kill. I wish we had time to make this more noticeable but for now it just pops up with text whenever you level up. Our intentions were to release this game on mobile once it's ready so we are happy to hear that the concept translated all the way through and that you found it fun and enjoyable to play on your touch screen! Hope to see you when we release our build on the play/app store! :D
OMOWorlds
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Thank you so much for your kind review! The intended platform for the game is mobile so we are happy to see that it translated through our gameplay as well. If we had the time we would've prepared mobile builds for the game jam but instead we stuck to webgl and wanted to see what kind of feedback we would get on the control scheme. We greatly appreciate your review!
Thank you so much for your review Nojama! We are happy to hear that you liked the concept of the game and the control choices. We are making the game for mobile so we thought it would be good to stick to using touch controls instead of going for keyboard controls. Before publishing the game for the minijam we too noticed that it was difficult to purchase upgrades from the store while fighting especially as things got faster later on. We will make many design changes before releasing on the play/app store and hopefully we can see you there! :D
We are super happy that you enjoyed the game! We thought about adding keyboard controls but since we are making this for mobile we decided to keep it to touch controls only. Although it would've probably been much easier for everyone to play with keyboard controls. We really appreciate your feedback and trying out our game!
Don't worry it will play much better on the platform we intend to release on which is mobile. We knew it was going to be a little difficult to play on PC but we wanted to keep the swiping input controls in just so we can get some feedback on them before we move forward with developing the release version of the game. Thank you so much for trying our game and leaving some feedback.
Super fun physic+gravity+tetris+cat game. Loved the visuals, super adorable, and the little cat scream to indicate something is still moving. Would be great if there was an option to view the massive tower plays build. The highest score we got was 26.5! Replayed the game a lot. Will there be a mobile version of this game in the future?
Really polished game I've seen so far in this jam. Super fun, great choice of music and sfx. Really wish there was an option to lower the audio, some of the sfx for shooting bullets was too loud. Would appreciate if there was a volume slider. The highest score i got was: 37750pts. Graphics is super cute, maybe try adding a possibility to shoot down the enemy's bullets.
Played the game, liked the art style, would like to hear some music. Didn't understand how to get keys to unlock the big door. Had to read some of the comments to understand how to pass the game. I had originally thought that you get the keys from exploring the dungeons. There is a small bug, in the 2nd blue room, there's a small patch(?) on the ground, when you sit on it you can't walk forward. But you're able to walk around it but just not through it. Wish there was some more indicator or consequence of the cactus.
Smooth gameplay, simple and cute art, relaxing casual background music, nice tension with obstacles, clear explanatory tutorial. Cat paw with the [!] made it confusing for me, if that was the notify that the cat paw was going to come down. It came down without warning, wish there was a better notify for that.
Beautiful art, cat movement is really smooth and the meows are really soft. Platforming is tad bit hard, got lost where the flower was on top. Then discovered that there was a "wall jump" but didn't know how to get up there even after discovering that. Really loved the cat-metaphors in the menu, and soft music background!
Gameplay:
Really fun game, love the aspect of minigames as the things in a cats life. Struggled with controls: needing to click every time I scratch (Cat Scratch pole), or seeing the arrow keys pop up, and not being able to use keyboard WASD (Dodging needles). Etc.
Graphics: Some things aren't centered to each other on the screen, kind of bugged me. Otherwise, art is super cute, and music is fun to listen.
Fun and loveable game, great concept. Kind of buggy when you try to shoot downwards to propel yourself. Maybe add an indicator for when you do shoot out of the gun. Love the voice acting, gives more immersive feeling + the music to go along with it. Movement feels a bit clunky, but otherwise really great presentation!
Soft colour game, with really nice background music to vibe too.
Controls are easy to understand, but the feather-falling effect after the jump made it a bit harder to land. Specifically, after jumping and you land, there is that elongated slide one way after a jump, makes it hard to stop it. Tried tapping R after sliding left did not help. Maybe turn up the gravity so that we don't slide too much after a jump. Other than that a really great job on the game! I do like the feather-fall effect, but not too much of the "slide" after you land.
Love the use of the limitation, the concept is really fun! Some parts of the jumps made it frustrating but the completed background art made the frustration vanish. Maybe add some ambient background music, and an option to lower the jump noise. :D Overall, very unique! Love the invisible maze platforms before you take a colour!