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ThatElfNerd

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A member registered Apr 09, 2021 · View creator page →

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Break a few crates after getting the mallet. You'll find some catnip.

(1 edit)

Hello, thanks for the feedback! I've been looking at your suggestions for improvement, and do have some responses to add some context, and some future plans for improvement:

So first of all the biggest issue in the game: The Gravity. I've actually been testing and re-testing the gravity of late, trying to come up with a gravity system that works well for Pouchie. The issue previously was that the gravity wasn't strong enough, and people were complaining about the game being too floaty over on Newgrounds. So now I have the opposite problem, lol. I'm going to keep trying to tweak the gravity until I have something that's a healthy middle ground. Changing the gravity also means I need to adjust Pouchie's jumpforce so that he doesn't jump past his set jump height. I'll use that opportunity to adjust the wall jumps.

When it comes to the suggestion of making sprites to indicate wall jumping: A friend of mine had actually offered to make all new sprites for Pouchie that would be better art quality than what I made, and so I've refrained from making extra sprites while waiting for the updated character sprite. That being said, since I don't know when those sprites will be ready, I might end up making those extra frames myself, in the current art style.

Coins to indicate safe fall zones: I do admit that I should better layout certain fall zones. I've fallen into the trap of overplaying my game, so I know where most of the danger zones are by heart that I instinctively avoid them. I will do more to indicate safer zones going forward.

Crys-Tortles being unkillable: The reason I made them resistant to the mallet was mainly that I wanted an enemy that Pouchie straight up can't damage, because it's shell is too powerful, forcing players to have strategize around avoiding direct confrontation with it. I still want to stand by that idea, but I may make a change in the future, that hitting them with the mallet will actually flip them over, and they'll become kickable like cannonballs.

Music: I agree with you that some of the music doesn't fit the aesthetic of the game. In fact, the main theme for the first seven levels has been placeholder music from the very start. It's been a challenge finding music that gives off cartoon showtune vibes while also matching the pixel platformer aesthetic of the game, and that song in particular has been one I've been eager to replace. I've tried making my own music, and in fact, all of the music for World 2 was made by myself. Hopefully in the future, I'll find music that better suits that section of the game.

I will continue to work on and improve Pouchie The Cat to make it the best version of itself. Thank you for the feedback!

Actually a pretty fun tower defense game. The music's nice, and the gameplay solid.

One thing I definitely think would be good to include in the game, instead of just the description, would be a visual tutorial of how the game is played, and what each tower/building does. Helps give new players an easier time figuring out how the game is played. You could even make sure that the tutorial is skippable, so that new players have a tutorial, and more experienced players could skip straight into the gameplay.

Other than that suggestion, well done! This game definitely seems well put together.

I am a fan of cats, so a cat clicking game would be up my alley. Unfortunately though, there's a lot that needs fixing.

There seems to be major lag issues with the game. Everything was floating so slowly, and sometimes when I thought I clicked on a cat, it took a while to register. Also after I clicked to run the game, the game took up the entire screen, so I can no longer see the description, nor what everyone else is saying about the game. The music and sound effects stutter a LOT. Also sometimes the same sound effects are trying to play at the same time, multiple times, making very loud distorted sounds. 

There is a fun idea in this type of game, unfortunately, there are many things that need fixing.

Pretty fun concept. Could probably do with a tutorial phase to explain the different tiles, and how to use them.

I tried just going to your profile page instead of your album, it said there's no user by that name.

Still an error page.

Um... Your bandcamp leads to an error page.

Thanks for telling me about the fullscreen button! I had not noticed it right away!

Very fun little puzzle game! I like little puzzle games where you have to accomplish a certain amount of tasks in a limited amount of moves. I love the cozy feel of the game, as well as the music and sound effects.

The only thing I feel could be better would be if the game wasn't such a small window. I'm glad I could zoom in on the level, but it actually took me a while to figure out that that was even an option. If there was an option to toggle fullscreen, or change the screen size in the options, I think that would definitely make it easier for me to enjoy the game.

Again, love the game, and the hedgehogs are definitely cute in this setting!

So right off the bat, I do like the premise of the game. Kind of reminds me of Flappy Bird where you need to properly time your jumps.

What could use some improvement: I find that the main menu could use some work. Namely that it's very hard to tell if a selection is highlighted. It would be good if the selected option was much brighter. In terms of the gameplay itself, I found that the character was a bit hard to control. The player moved very slowly from left to right, making it hard to navigate. The jump was also a bit finniky, as the gravity was very slow going up and down. I also couldn't tell when I was out of jumps because the game kept making the jump sound effect even when I could no longer jump.

This is less necessary to the game, but I would highly suggest that you let players chose if they want to use WASD keys, or arrow keys, as people have different playstyles. As an example: I find that WASD works better if I'm playing a game that also uses the mouse for gameplay, and arrow keys work better for me when I'm using the spacebar as a main focus to the game. I also got kind of bamboozled by the controls menu, because the icon made me think it was controller compatible, and I was disappointed when my controller didn't work.

All in all though, I do think that this can be a fun game once all of the kinks are worked out. I like the pixel art in it. The music is fun, though very loud, lol. Hopefully you keep improving!

There aren't any vertical levels at the moment. I've tried to keep the level length and height the same for the time being, just because I'm not super great at level design. I might make some vertical levels in the future. If not in this game, then in a future game, or even a sequel.

Thanks for the feedback! You actually can wall jump in the game! The second level actually has an area where you have to figure out the wall jump mechanic in order to move forward. I have tried putting coin hints in areas that are safe to land, but I could add more if people are struggling of where to land.