Hi, I'm glad you brought it up! It's indeed my inspiration for this game. Good catch!
zz2194
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The fact that the prompt only asked for a non-person pov prototype and you delivered a game with this level of completion marks it a very overachieving project! Great job on making this a full game. I think you must've put down a lot of effort in making the camera working due to how you need to deal with quaternion rotations. Good work! - Frank
This is a very fresh perspective, and I love how you turned this game philosophical. Also, the font choice is fantastic -- even though ppl might say it's such a small thing, but I do need to point it out your attention to detail. I did open my eyes the first time playing it, but it didn't ruin the experience at all -- When I realized what you meant to narrate at the end, it still blew my mind. So great job on that! - Frank
Hi, I think the feeling of swimming in the lake is really nice. And the physics when you hop out of the water is very realistic. However, I do find that if you tilt your camera at a specific angle, you will be able to see the entire under-water stuff without the intended fog/volumetric. But great job overall! -Frank
Hi Nate, I decided to leave a comment here instead of the play page because I saw your conversation with Cooper. I did immediately notice the technical effort you put into this. I've done a similar thing but only via the animation function that Blender has to offer, but limitations such as no physical integrations will apply in my approach. When I saw your spider's leg has physical attributes, I'm in tears.... I hope you see this. Can you share a youtube tutorial or webpage that leads you to this point? Or just talk through the basic workflow to keep my mind unblown! Again, INSANE work! - Frank
Hi, I like this game a lot. I see it as a game of precision and control. I think if you play it two or three times, you will master the mouse control of the cat. Like BlankSlate stated, I also enjoyed 'cat time'. There is this consistent flow of game states present in your work, which is admirable. If I have to give one critical point, it would be that the spawning of the cucumber is too random, sometimes I have to eat it just to get through. There is no such thing as getting a perfect score in this game. Which is largely fine... one should not play this game competitively anyway.
If you happen to see this, I wonder from a technical standpoint how did you make the cat's body curve like that? Is it two bezier curves you draw through programming? That's insane. Teach me senpai. - Frank
What immediately caught my eye is the art style. Heck, even the itch.io page looks like a charm. From the critical side, I'm sorry that I broke your game. If you keep spawning sand and push the crab to the border of the screen, the crab will eventually fall down to the very bottom. I'm not sure this is intentional or a bug.
Ok, here comes the good side. Which is everything! I so want to download this game, as Kirijo suggested, and use it as a wallpaper! I remembered I played something similar on a mobile device once, I couldn't remember the name of that game, but the general idea is the same, and heck, I couldn't figure out how the algorithms are written. Did you use a certain customized program or is this the particle system w/ physics? - Frank
Hi, I think you've done a tremendous work working with the text input system. The cat is very cute. And I like your embedded music player. Personally I haven't encountered any critical bug, even though you've said that there are some bugs somewhere. But overall the game ran smoothly on my side. Good work. -Frank
(READ AFTER PLAY) (SPOILER ALEART)
Hi, I think this is a fabulous interpretation of what a real pet game is.. a bunch of code cheering you up, through emotional means that only make sense subjectively to the player. I only have very small things that I can comment on your games... These are trivial, like how at the end you can generate food even before the monster eats them, and the previous food will be just gone, and also like how I anticipated some eastern eggs at the end. I think I tried to feed it more than 30 times, though I don't see anything come up. Maybe I should try to feed it more than 100 times? Idk... But you see where I'm going. The emotional connection you've created made me feel really difficult to quit this game. And for that reason I kept finding eastern eggs, though I couldn't, so that's a bit frustrating.
I love the aesthetics of this game, the bunny is so cute, and the mechanics add more to it. The petting animation is definitely killing. There is one critical comment I can make though, I hope the tutorial is clearer for new players. I know how to play this game because I playtested it before it comes up here, though reading the comments below makes me think yeah, a better tutorial could kill it.
Legit soothing game. I love the neon lights you put out. Sometimes I just want to sit in front of a desk and hit something -- this gratified my will. Though I have to say, there aren't that much interactive elements as I anticipated. I thought this is a full-fledged music rhythm game, which it didn't turn out to be that. I understand though, we only have a week, along side all the other assignments we work on. So don't worry. - Frank
This is absolutely killing. I love your characters so much. Playing the game makes me want to kiss someone, which is great. Games are supposed to bring love, not hate, to our society.
OK, back to the game. I think one thing that you can take advantage of is to make the tutorial better. I'm hooked by the concept, that's why I read through your entire start screen, but I don't think an average player would have the patience to read it through. (unfortunate for them, though) - Frank
Wait, did I just play a game published by Ketchapp? Nope, because it's better than those! I like how the music *does have an effect on the gameplay, not just plain boring BGM that don't add anything at all. When the game ends, the music slows down, and for some reason I really want to keep the music going so I played again and again. The only thing I could say about it is maybe the difficulty at this stage is quite random... Sometimes I start very chill and easy, and sometimes it's very, very hard. So not good for new comers if that happens.
If you do get a chance to read this, may you teach me how you've made the background move like that? The patterns looked very cool. - Frank
Aesthetically speaking, as Phive has pointed out, you have really pursuit your own style here. You must be very proud when someone can say that to you, it means that your name now embodies something, and the game itself brings an signature to enhance what you already offers.
From the standpoint of mechanics, I like how difficulties are slowly being introduced. Though, I hope there would have been some sort of screen shake or effect to comply with the "cling" sound effect.
If you do get a chance to read this, may you teach me how you've made the banner disappear? Did you use any form of shader or procedural scripts to make that happen? Or just plain animation created from another software?
Looking forward to get your response.
Ward 307 is a autobiographical visual narrative game that explores a fraction of lost memory from designer's childhood. It is a 2.5D platformer in which you explore my memory of a hospital ward. As a kid, I was locked in this room for 100+ days. It was intended to be boring, scary, and monotone. I chose this theme because this is the single most personal and important part of my life. If I hasn't survived from Meningitis, I would've been dead already.
Making the game throughout, the most interesting part is placing all those little tricky place that plays an animation/sound when you pass by. I think those are fun and I even walked by them redundantly just to see how well they work. The most boring part is to figure out how Trigger works. I did over a hundred Google search on how to precisely control colliders and triggers. I'm glad that at the end it works. However, for a tragic yet mysterious engine-level shader reason I have to upload this file as an exe for windows. Considering how I haven't touch a single bit of shader and we did not learn about that yet, also the fact that this worked minutes before the last WebGL build, please excuse me from this unprecedented incident.