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Neko wa!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #24 | 3.545 | 3.545 |
Theme | #33 | 3.982 | 3.982 |
Accessibility | #41 | 2.982 | 2.982 |
Overall | #42 | 3.273 | 3.273 |
Originality | #46 | 3.418 | 3.418 |
Graphics | #49 | 3.200 | 3.200 |
Fun | #51 | 2.927 | 2.927 |
Controls | #60 | 2.855 | 2.855 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.1.1
Wildcards Used
Arch-Nemesis
Game Description
A polished expandable title, made by a team of four people on their first jam! I'M SO PROUD
How does your game tie into the theme?
Cat is the main character, partaking in a time-honored tradition.
Source(s)
N/A
Discord Username(s)
zeteraxismilligon, pablowunderlich, nivis_sicoper, edreldor
Participation Level (GWJ Only)
This is everyone's first Godot Wild Jam!
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Comments
The laser to make the cat move is funny. Nice animations.
Cute game! Love the concept and lovely art. Not bad for a first time out!
I think you could have considered making it a race to the exit like Ape Out. I didn't know I was supposed to break everything, and got bored of breaking stuff anyways. But that's okay, still fun. Nice job!
Fun stealth game. I like the idea of click and move, though the path finding didn't always work as intended. A minimap would be helpful to guide the player on where to do. The graphics were pretty decent too, more furniture would diversify the level (I only saw lamps and tables.). Enemy AI was solid. A future update could also incorporate the lighting to be more dynamic; you seem to have added lights without any shadows and depth, which makes the lighting inconsistent is some places.
This was a neat and fun little game! Really liked the little laser for the player's cursor too!
One of the things I'd like to point out is the lack of clarity with regards to the goal. I went around knocking things over for the fun of it, not knowing it was actually tied to the goal of the game, until I didn't find anything else interesting, so in the end I had to just assume that I had to knock everything over to win.
Another thing is that I think it'd have been nice to pan the camera in the direction of where the player cursor is. Maybe it's due to a habit of mine from playing other top-down games, but I like moving the mouse to the edges of the screen to check whether there are any guards in that direction, and to plan out my route. But since that wasn't in this game, I had to brace myself while I tip-toe tile-by-tile to make sure I don't get caught by a random guard just off-screen.
Hmmm...you make an interesting point. Maybe doing a limited edge pan would solve this problem of "Enemies can see you from off screen."
It's a fun little game but the mechanics aren't explained well. I didn't realise until after I'd playing it multiple times (to test the keyboard controls) that there was a lot more going on than I thought.
My main notes:
1. The music is very helpful for understanding the current state of the game
2. I didn't notice until my third playthrough that the humans came to investigate if they heard something breaking nearby. This wasn't helped by the fact that they only seem to actually investigate some of the time.
3. The tables seem inconsistent at best and detrimental at worst. I, again, didn't even realised they existed until my second playthrough. And when I tried hiding under them, I'd sometimes be spotted anyway, and then I'd be trapped under a table with very little chance of escape because there's a human right next to me.
4. The keyboard controls are, it must be said, terrible. When I saw that the game had keyboard controls, I expected that I'd be able to press right and move right, but instead I'm moving the cursor and then using space to move to that location. This is weird and unintuitive, and lends itself to being incredibly slow, which isn't good when you're being chased by multiple humans! (The mouse controls made sense and worked well, just would have liked a different system for the keyboard controls)
5. It was annoying scrounging around the map looking for unbroken items. It would have been nice to have a little counter telling me how many items I have left to break, so I at least know I'm not wandering around for nothing. Perhaps a little pointer to the nearest unbroken item even.
6. Humans would often notice me from offscreen, which was really annoying because it didn't feel like I could have done better to avoid it. Zooming out the camera a touch or shrinking their sight range a little would have helped with this, so I can see them before they see me.
Overall, very neat! Wish there was more to it, and just a touch more polish. Some bug fixes and more levels and this game would have been a lot more fun, which means it has good potential. Well done!
You've also likely noticed how important point 1 was to address points 2 and 3.
Point 4 is a bit harder to answer, but I can tell you that there was at least some thought given to doing a "while being chased, move laser to move cat" kind of logic. Sadly, it didn't make it into the game, and I'm almost certain that it would help methods of movement other than the mouse.
I do agree that in the late stage of the game, it might be a good idea to mark out the final objects left. Either when crossing a certain threshold, or maybe a timer would be a more fair approach to this problem.
I know what you mean, and I'm in my own quandary about it. After all, I think the game would be harder to appreciate as we zoom it out more, but a shorter sight range may make it too easy to get around the humans sight. Point 6 is the hardest to answer.
Thank you for your candid response. We will be back stronger in December!
Cute game, great music! I wasn't sure what to do, so I ran around to find the exit first, until I realized I had to push things over - some instructions would have been helpful. I also tried to use the keyboard control, but this was too inconvenient. The mouse controls work great though, the AI and pathfinding are fine as well, so overall good job!
Our original goal was indeed "Find the Exit", but we had to change to "Destroy Everything" when we were running out of time to create extra gameboards. I think I'm outvoted in terms of figuring out the goal "Implicitly."
I only recently figured out what I would do to make the objective more clear, and that's to have a little animation play out when you pressed the start button: a vase dropping into the splash screen
I really like the concept of the cat moving due to a laser pointer, movement felt a bit uncomfortable but it works and I did manage to beat it, nice entry!
Congrats on the game! I really liked it. I was confused about the end goal though i had fun running from the guys. Nice job with the pathfinding!
Congrats on your first jam game! Very enjoyable, solid entry, managed to win in a couple of tries. Good job!
Little fun game!!! Great concept and music! Great work for your first jam!
Fun game, love the music change when the humans are chasing me. Also noticed that the mouse is a laser pointer, I really like that detail lol. Having tables to hide under was real convenient too.
Really fun, the movement felt a bit tedious sometimes but not unusable. With a more zoomed out camera it would have been even better! Love the cat sounds
The theme is really implemented, laser pointer for cat and breaking all the furniture. I like how the game page is just a really aesthetically pleasing art for controls. The music is lovely, and the game is intuitive.
Unfortunately the controls don't like me. Pathfinding doesn't work well around walls and keyboard not being able to move while cat is moving makes it inferior to the mouse.
You're not the only person who had trouble moving around walls. The problem is that when our algorithm can't find the destination, it picks the cell that sits closest "As the Ghost Flies," instead of choosing the end cell that sits closest.
I think this is the first time I've heard about keyboard controls. I agree with you that the keyboard is inferior to the mouse, and I'm afraid it will likely stay that way. The realCursor isn't held captive, so it can move the laser pointer to its exact destination as soon as the laser pointer animation finishes.
A lot of these overarching ideas are incredibly cute and fit the cat theme. I realized half way through that the place I was clicking was a red laser pointer, loved that! Immediately when I got into game play I was so happy to see you guys implement path finding on my click destination, really shows a high level of care. Oh also this is something that's kind of random, but that animation for the lamp falling looked sooo smooth, as soon as I knocked one over I was like "oh damn that looks good".
Great submission guys!
Destroying things is always fun. Doing it as a cat is even funnier. Keep the good work!
Cute game! I got the hang of it pretty quickly and made it to the you win screen :)
Cute little game, I didn't quite understand the objective the the game tbh so I just started to knock over the lamps, I think a Ui to show the players objective would of helped or how many remaining the art tho was pretty cute good job!
You actually just described exactly what we wanted to happen. We don't want to tell you what to do, we want it to come naturally. I refer to this as a principle of "Implicit Learning".
This was fun! Everything is very well put together. The process was self-evident, but maybe some description in the game entry would still be beneficial. Was I correct, that cat could hide under the bed? I didn’t use this ability until the very end, so I’m not sure if it was really it or if the “guardian” just passed by.
I'm glad you enjoyed it! yes, you can hide under when no one is chasing you, however if you hide under it when being chased and the enemy sees you going under he will stay next to the table waiting for you to get out and continue the chase
Very cute art style, and the music fit really well. The controls were smooth and intuitive. I assume the goal was to break things and not get caught? It might have been helpful to have some directions and/or hints in the UI.
simple game, i like art and music, good job man