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A jam submission

P.E.T. PursuitView game page

A feline space adventure
Submitted by E.E-Wick (@EEWick1), OrangeCloud (@OrangeCloudArt) — 14 hours, 12 minutes before the deadline
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P.E.T. Pursuit's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.1644.164
Enjoyement#14.4554.455
Gameplay#14.0914.091
Audio#14.4554.455
Graphics#24.2734.273
Story#33.5453.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
GameMaker Studio 2

Team/Developer
E.E-Wick, OrangeCloud

Reference info
E.E-Wick#1611

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Comments

Submitted(+1)

This is a pretty polished experience and a fairly challenging metroidvania.   very impressive!

Story: I think I read in the comments/discord that you had a lot more story planned. What made it into the jam version seemed like a good start and while it wasn't a super deep story, rescue missions are always enjoyable.

Gameplay: I have mixed feelings on the controls. Neither KB+M nor the Controller options worked well for me. I am horrible at using WASD or arrow keys for platformers so I tried the controller. However I couldn't make left bumper for jump work for me very well either.  I resorted to using AntiMicro to map the KB+M controls to different buttons on my controller(mainly mapping jump to A and mapping mouse moving to the right stick, which was clunky but worked).  This allowed me to more naturally play. I think due to the way you need to aim the gun/sword you really should consider a button remapping system since I don't think a one-size-fits-most approach will work for this game.

That said, holy cow, the overall 'feel' is really great! especially the sword. You just feel so powerful and you can bounce around like crazy and it's really fun.

One issue I did have was that for some reason it took me 30+ minutes to finally find the final boss after getting all of the powerups. I don't know why I had such a tough time and finally had to resort to creating a paper map.  

I thought the miniboss (to get the wall jump) was really tough and it took me several tries to win, but it was super satisfying when I finally beat it, so I'm not sure if I'd recommend changing much or not since I think having some hard challenges is fun. I think it just felt a bit stressful that I was forced to keep fighting the boss over and over till I killed it since I couldn't go back.

Also, I watched my brothers play and it looked like a few times they got to the mini-boss room with no mini-boss and were stuck till they restarted the game, so not sure if that's a bug or not.

Graphics: I thought the graphics were really good. Everything fit together really well and all of the extra fx (background parallax, chains moving, etc) were great touches. 

Audio: this was my favorite part of the game. I think your sfx were perfect. Everything that needed sfx had it, and the quality was top-tier. 

Enjoyment: I enjoyed beating the game and loved how powerful I felt with the sword. beating up on the enemies was fun and it was fun trying to learn to use the sword and gun to access different parts of the level to overcome the normal jumping limitations.  For a one-month jam this game is seriously impressive.

Developer(+1)

Thanks for being so in-depth. The issue with the boss not being there was an issue with the save system I didn’t have time to fix that happens on every other time you load up the game. Also I think the controller controls probably either felt good or bad depending on what type of controller you decided to use, I definitely should have tried to make them at least a bit better in general, especially the back shoulders for switching items consistently I was a bit too lazy to fix. 

I agree that the final boss was probably pretty hard to find, I think I tried to make the room a bit obvious for a Metroidvania since you need the paws and the sword to get to the boss there. It may have just been that I drew out my own map to plan out the rooms that it wasn’t hard for me to find it.

Submitted(+1)

You made this in a month? Holy crap that's awesome. The guns feel great, the sword is awesome. I fell into a pit and couldn't even damage a boss which was weird, but I restarted and continues on. Finding out you could "pistol jump" by shooting downwards felt neat, like an unintended quirk.

The screen shake was a bit much for me, and there wasn't much feedback on you taking damage. Some times I wouldn't even realize I was dead/dying until it was too late. 

Other than that, you made an incredible game. Seriously. Well done!

Submitted

You made this in a month? Holy crap that's awesome. The guns feel great, the sword is awesome. I fell into a pit and couldn't even damage a boss which was weird, but I restarted and continues on. Finding out you could "pistol jump" by shooting downwards felt neat, like an unintended quirk.

The screen shake was a bit much for me, and there wasn't much feedback on you taking damage. Some times I wouldn't even realize I was dead/dying until it was too late. 

Other than that, you made an incredible game. Seriously. Well done!

Submitted(+1)

The game seemed good as far as graphics and music, but I won't be able to play it because of the screen shake. I get motion sickness very easily & can't play games with frequent screen shake. I would suggest making it optional in the final release of your game so that more people will be able to play. I don't expect to have that kind of thing in a game jam version, so it's no big deal, but in this case it's too much for me so I won't be able to finish. One other thing I did notice, some sound effects and the music were greatly different in volume, so I'd suggest trying to bring all the sounds closer together in volume. Of course a lot of games have seperate volume controls for music and sound effects, so implementing that would help too. Good luck!

Developer(+1)

Thanks for the advice. I'm actually creating stuff right now for my future games to have more accessibility options because of stuff like this :) . Sorry the screenshake was too much for you, and also yes there definitely were a couple sounds in particular I should've adjusted the volume on.

Submitted(+1)

Hey, that's awesome to hear! If you're going to make this again with the screen shake optional, I'd check it out for sure!

Submitted(+1)

You definitely nailed the fun with this game!  There's something very appealing and satisficing about a little cat in a spacesuit wielding giant weapons against all odds to rescue its owner.  The recoiling physic in this game is simply awesome.  Music is very good and sounds are excellently used here. It totally blew my mind that I can actually hear the cat reloads its gun.  The pixel art feels very professionally done and so is everything else really.  I can't think of anything I don't like. Maybe a little more story?  

Very very well done!

Submitted(+1)

This was really fun to play!
The polish of the game was pretty astounding, but what I really loved was the "physics" of how everything feels, the recoil of the gun allowing me to get to higher places, the momentum boost from the swing of the sword, that was what really made the game feel good to me (other than the really cool sound effects haha, loved those too)
The music also did give the right "vibe" to the whole space thing too, so that set the atmosphere well right from the start.
Have to agree with Rusty Bailey though, the sword was way too fun with its speed boosts, so the gun really became irrelevant after getting the sword (even though it was a really nice starter weapon).
Overall a really great game! Kind of learnt a couple of things in game development while playing this too!

HostSubmitted(+1)

Very good game. I died so many times, from pits and enemies, but starting back at the entrance of a room was a good idea. Getting the sword made the game even more satisfying, you feel so op with it. The level of polish of this game was great, you both did an amazing job. 

Submitted(+1)

That was incredible! The polish on this game was off the charts. The sound and art were both great. Little flourishes like the screen shake and the particle effects made it really pop. I especially loved the sound of that sword.

Gameplay-wise, it was so satisfying to play. Especially once you unlocked the sword, it was so much fun wall-jumping and dashing around everywhere. I died a few times, but the game felt fair.

If I could offer one piece of feedback, it would be to try to think of a way to give the gun more usefulness. Once I got the sword, I never switched back.

Overall, this is a stellar game, and I had so much fun playing through it. Great job!