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Cat Tactics 64x64's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Authenticity (use of resolution) | #2 | 4.846 | 4.846 |
Gameplay | #10 | 4.154 | 4.154 |
Overall | #12 | 4.346 | 4.346 |
Audio | #13 | 4.154 | 4.154 |
Graphics | #33 | 4.231 | 4.231 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game is F***ing epic , congrats , I love it and wish I did it, haha I'll follow you :)
Incredible how much you managed to do with the 2 week time limit! There is so much here and it really evokes the tactics game feel in a wonderful way. The artwork and audio are perfect. I really appreciate that there is a narrator / guide to help tutorialize things.
Personally I found the font quite hard on my eyes. This is tricky because it needs to be small to fit the resolution but it being a text heavy game really highlighted the issue for me. It made it difficult to stick with the game for very long. Compounding this is the fact that there are so many dialog prompts that accompany every action.
On enemy turns it was at times unclear to me what action was being performed exactly and by whom (for example it simply stating one of my friendly cats had their stats decreased but it happened so fast it was not clear to me at first it was another cat using a debuff action). Battles that occur across multiple "screens" felt disorienting due to the way the camera immediately pops to the next location.
The petting mechanic was a very fun and thematic idea, love that! All in all such great work you did here!
Thanks very much! The font was certainly a challenge indeed. I originally had a slightly larger one but it mean’t less words on screen. I ended up opting for this slightly smaller one as a result. Definitely difficult thing to master at such a small resolution.
Regarding the AI actions, yes, there was originally a script in place to call out which action was used and by who. But for some reason it would report the action 2 times and I ended up removing it just in favor of having it not be buggy. Definitely it is needed though to improve the flow of the battle.
Also agree that the camera jumping around happens too fast. In the next version (working on a full game!) the camera will move slower towards it’s targets instead of instantly jumping there.
Thanks again for playing it and glad you enjoyed the petting feature!
This game is has so much drama and action. I wasn't expecting a so much, but it's such a great experience (especially if you played any tactics games in the ps1 era). Very nostalgic for me. The music is masterfully done and the battle systems are beautifully crafted. This is an awesome game that definitely deserves way more love. Great work!
Thank you!! I’m glad you had fun with it!
This is amazing!!! Great job!!!
Thanks so much!
It's amazing, good job.
Thank you very much, and thanks for playing!
I'm really impressed how you made a tactics game with all the stats, skills, AND a story to accompany with. The game is super charming ,and I like the pet mechanics. The first mission was very fun to play, and it felt very tactics-y indeed.
However, I think some bug kept happening with me during the second mission. The starting cutscene would repeat twice, and then after that every action would count twice. So I would always pet twice in a turn, hit the same enemy twice, and so on. And that would happen to them as well, so it was very tough to stay alive. Spyro died in 1 turn to the cat I was supposed to pet and bring to my party. I tried playing it again, started a new game but unfortunately the same bug happened again. Do you know what might have caused the issue?
That apart, I like the dialogue and the characters, and the battle system itself is pretty solid. I didn't except seeing a very cohesive tactics game like this in a jam, great job on that account!
If you do happen to fix that bug later, lemme know and I'll try it again. Kudos!
Thank you so so much for playing! I worked hard on the game to deliver all of these things on time and it was tough. I am glad I got there, though!
The bug you mentioned I just found it and fixed it. Turns out it was created by a bug fix I did previously a few days ago where the game would soft-lock after the first level. However upon fixing that one with a very quick patch, turns out it created this one that you mentioned. I have now fixed both bugs, and tested that playing to the 2nd level does not trigger the dialog a 2nd time. I hope this fix does not create a 3rd bug now haha.
Feel free to play again and if you use the continue option you should start on the 2nd level already! Just not that selecting new game erases the save automatically.
I plan to also make this game into a full version with re-written engine, avoiding some of the stat bugs which cause bugs like this one.
Thanks again!
I do have a passion for turn based game. I like the attention to detail in the cats and all the backgrounds. I found the font quite hard to read which was unfortunate. Having an option to tame or attack adds a lot of variety to the game and I could see that being fleshed out in the future.
This is quite a charming game, love your pixel art. I can't believe how much detail you managed to get in there, this kind of game is so hard to do in this amount of time.
I had a crash after Sprinkles died where the dialog repeated but Spyro had already appeared, and one after Spyro died.
Weird to see kitties instead of dragon flies after watching your progress on discord.
Thanks so much, I enjoyed watching your progress too.
It’s unfortunate that you ran into this bug. There is a race condition bug specifically affecting on-death scripts. It throws the game into a map finished state but sometimes if there’s a fraction of a script still running then it never calls the on-death script, which is actually responsible for restarting the level as well. And it will just hang.
I’d like to remake the game into a full game and fix all the bugs!
This is quite a huge game for a game jam. I like the combination of this heroic music and the theme of the game.
It’s quite an interesting mechanic to “pet” enemies in order to bring them to your side. I managed to do this twice in the first level. I fear that this makes the game too easy, though.
Thank you very much!
Yes the enemy petting mechanic needs a little bit of tweaking. I believe the chances are too high and there’s no difference between petting enemies than allies when they are both at 1 affinity.
In the future version I will include visually the “affinity chains” concept which you will be able to study at the start of each map. Essentially: Unit A (non-affiliated ally) is recruit-able, it also has high affinity with one of the enemy unit B. So you would first recruit A, then use A to recruit B. Or the hard way, try to recruit B with someone else and have a harder time doing it. In this case harder time = more map turns which in a harder map is valuable time lost.
This is so cool!, the combat / taming system combined with the RPG stats and party joining makes this game feel complex and huge
The use of sound and music is excellent and the dialogue and animations are as well
Thanks so much for playing and for your comments!
Nice, I love me some tactics games. I’m impressed that you were able to make this in two weeks!
The battle menu’s layout was a bit confusing though, usually you would have the basic attack outside of the “actions” menu, but other than that it is a fine game :)
Thanks! Yea the menu was too long for the screen in the end and I had to remove the Scratch attack from the menu in order to see the descriptions of the actions below. Even now they cut a tiny bit. I’d also put more button mappings on things like Range, so I could remove the Range option from the menu and replace with Attack instead for faster access!