i didn't finish playing (because i got stuck somewhere) but overall i loved it!! the art was amazing, the double jump was smooth and the sound design oh my GOD...now i didn't finish it because i got stuck in a place trying to get out while using a double jump (but the platform seemed to be just a little too high), i tried for a long time before giving up, i probably missed a different way to get out so this most likely is just because i'm bad at games lol. i actually had a lot of fun though, spammed Q a lot !! keep meowing !!
Play game
voidCAT();'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #1 | 4.387 | 4.387 |
Metroidvania | #2 | 4.387 | 4.387 |
Overall | #2 | 4.181 | 4.181 |
Execution | #2 | 3.968 | 3.968 |
Enjoyment | #4 | 3.806 | 3.806 |
Relevance to the theme picked | #7 | 4.355 | 4.355 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme Chosen
The Year is 20XX. We interpreted this theme as a cyberpunk theme
Engine
Godot 3.5
Team/Developer
Nateycakes, Vivante, Martcoza, Seventh Sam
Reference info
twitter: @nateycakes_ discord: nateycakes
Comments
Really awesome aesthetic and musical choices. The level design was solid, usually the player has the feeling of what to do once getting an upgrade.
Little nitpicks:
- Could be good to have a jump animation, I believe the cat still looks like it's running in the air.
- Having map would help a lot while traversing. I had to cut the map from my game as well, but given the size of yours it would be beneficial.
Great job!
Thanks for playing and for the kind words!
I agree, the jump animation would help with immersion and just look nicer. We do have one, I just had trouble with the logic for displaying it and never got time to revisit it
Also agree map wouldve been helpful - sadly had to be cut as well.
This was my first metroidvania and 2nd-ever platformer, so a lot of lessons learned for next time. Thanks again for playing!
Excellent game! Love the artstyle as many have said, and the subtle choice of having a different sound effect for the second jump was great. Very atmospheric soundtrack - my only real criticism is that you didn't call it Cat GPT :)
This one is a contender for me.
Good:
- Simple charming graphics
- Solid color palette aesthetic
- Nailed the atmosphere (environmental narrative on point)
- Meow button
Bad:
- Explicit narrative might have been almost too sparse for me personally
Thank you for playing and for the very kind words!
For what it's worth, we did have a codex menu planned that would pop up when you paused the game. Each Disc collectible in the world would add an entry to the codex and have worldbuilding lore if you wanted to get absorbed in the story. We sadly ran out of time and couldn't get the menu working in time
Fantastic aesthetic, and overall pretty fun to play through.
The C.A.T controls are very satisfying to jump around with, but the button layouts (at least for a keyboard) is a little funky. For example using WASD, I had a really hard time attacking while jumping to the right.
One very minor nitpick is that the jump animation is a bit rough, since it seems to just be the running animation in air.
It was a little tough to see where I needed to go. When I ran into this issue with my submission, I had to zoom the camera out. This way the player can see a goal area/platform/collectible that they want to go to and navigate a path to that place instead of the player only being able to see the next platform to jump to without knowing where they're going to eventually end up.
Each room was very well designed, I really enjoyed exploring the area and finding the collectibles, though I didn't come close to getting all of them.
> the button layouts (at least for a keyboard) is a little funky. For example using WASD, I had a really hard time attacking while jumping to the right.
I admit I didn't give the keyboard layout the love it deserved, but for what it's worth, you can also use the arrow keys for movement!
> One very minor nitpick is that the jump animation is a bit rough, since it seems to just be the running animation in air.
Yeah, it def looks a lil jank - we *do* have a jump animation, however I was having some trouble working the logic to get it to display for longer than 1 frame and had to move on and would "fix it later" (I didn't fix it later) lol
Thank you for playing and for the kind words!
Wow, just wow. I had a great time playing this and I didn't want it to stop. Aesthethically this game is amazing, audio especially, it was so engrossing and chill, SFXs were all matched greatly too. Only graphical nitpick I can have is that background in some situations was a bit too saturated and obscured gameplay, but not enough to bother me, just noticable. Gameplay was simple but satisfying. You didn't have a map system but personally I didn't feel the need of it, but if I were to go for 100% completion I'd probably expect it to be there. The fact that there's a dedicated meow button is very charming :)
I really, really like this entry, good job team!
I really liked your art style and it meshed well with your music. I got a good chuckle out of the cat hit meow which gives the game more personality. And clearly, you have a solid grasp of metroidvanias. Honestly, I think what I love the most though is the cat's idle animation. Having had many cats, I love when they're in that position, usually when trying to catch something.
A lot of the comments below are the same criticisms I have for the game.
- Map. I read in your responses that you didn't have to time to implement which is understandable. My map system is probably the most tedious to set up, but its pretty important to give the player the ability to get an idea of where they're at, where they haven't been, and remind them of places that they couldn't get to without that new powerup.
- CDs. What were they for exactly? Was it something that didn't get fully implemented? Was collecting them some way of getting the powerup after the superjump?
The following points just considerations moving forward
- Since web builds are generally played more than a downloaded version, pressing [ESC] for menu/pause can be disruptive to the player experience since that exits fullscreen on the site. This was some feedback I received in my last MVM.
- Unless the player needs the mouse to play, I think its a good idea to confine and hide the mouse. As a fellow Godot 3 user, just add this when your game loads up.
Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED) Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
Overall a cool game with personality! Congrats!
Thank you for playing and for the kind words!
The Map: I definitely agree the map is pretty crucial for the genre and would help our game's flow immensely. This was my first metroidvania and 2nd-ever 2D platformer, so a lot of learning of how to set up various gameplay systems was done along the way, hah.
The CDs: they were part of another unfinished feature, a lorebook/codex. When you collected them, they were going to populate a lorebook that appeared on the pause screen. It was a way for players to have lore if they sought it out, and also give completionists a drive to collect em all
The extra considerations are very much welcomed, I never thought to do that, and as a Godot newbie, I really appreciate the mouse hiding piece of advice. Thank you again for the really constructive and thoughtful feedback!!!
Very cool aesthetic, I really enjoyed the variety of backgrounds and the feel of the different areas (although space was... weird :P). The movement was very fluid and smooth and the jumping felt precise and controllable. The attack, once I got it, was satisfying and I liked that it was more of a stun than an actual attack, I wasn't incentivized to go around clearing out entire maps of enemies. I liked the abundant health pickups and the jumping puzzles later in the game (well, the devices that you'd have to whack and land on in the same jump). I also cracked up every time my cat got hit, and appreciate that there's a dedicated button to "meow".
Some feedback:
1. The world is big and I don't have a map (as far as I could tell). I eventually got my head wrapped around the central thoroughfare, but the space map was particularly disorienting and took me awhile to work my way through.
2. Similar to the above, I never really felt like I had any guidance, I was just kind of let loose in the world and had to guess where you wanted me to go. There was a fairly natural progression in the beginning of the game up to the first ability, but after that I was sort of just wandering around aimlessly until I found the next one.
3. It was unclear to me what the CDs were for, if they were necessary for progress or just a bonus collectible. I got to the end, so now I know, but having all these items scattered around and me not necessarily knowing where I was supposed to go at the same time just sort of had me worried that I needed to find X CDs and then take them somewhere or something. Probably a me problem, but it was there in the back of my mind.
Anyway, I enjoyed my time with the game. Good implementation, great aesthetic, and a cool usage of the theme. I'm happy I got to help the cat escape cyberspace!
Thank you for playing and for the really constructive feedback!
For points 1 and 2, we were planning on implementing a map and some "non-interactable doodads" to help guide the player, but I ran out of time and didn't get to implement them. I def agree though!
For point 3, we also had planned some kind of "lore book" that collecting the CDs would add a piece of lore to your notebook/codex that you could read to get that DEEP LORE. But again, I ran out of time and couldn't finish it.
Thanks again for the great feedback!
I really like the art style and amount of areas and secrets/coins there are. think it would be great to have some sort of minimap/map to show how the regions are connected, It was very well designed so I did not get lost, but I think it would be heard to find all the secrets as is.
Classic metroidvania!
Loved the theming, visuals and music.
From what I've played so far the most metroidvania-ish game and one of the most fun too.
Graphics are really pretty. They're simple but still visually nice to look at. The music fit the visuals nicely too. The walking animation was really nice too.
I don't remember where but at some point I went through an exit and instantly turned back and ended up falling through the ground. Would have liked a jump animation since you do it so much but it wasn't the worse to not have it.
I feel like I kind of got lost. I got the double jump and made it to the second region with the rocky surface and the flying enemies, I explored a bunch there but wasn't entirely sure where to go and I think I was going around in circles a lot.
The controls were to my liking. Some people in a lot of these game jams seem to prefer certain other schemes (like arrow keys) but I personally like WASD and space. I like the dedicated meow button.
Really cool entry.
> I don't remember where but at some point I went through an exit and instantly turned back and ended up falling through the ground.
I've seen a few ppl have something similar happen! I'm bummed we never caught it in our playtesting, but def will fix in the future
>I feel like I kind of got lost.
A map system was planned but sadly we ran out of time so it got cut
>The controls were to my liking
That's great to hear! We tried to accomodate many control schemes since we lacked a rebinding menu
Thank you for the great feedback and for playing our game!
really pretty entry, lovely graphics and the cat animations are spectacular... Bit easy to get lost and a map would help, but I had lots of fun with this one!
Cool project! It really feels like a metroidvania. I would love if there were some epic or strange powers or environment objects to play with
It felt way too easy to get lost in this game. I spent most of my time running in circles until I happened to run into the attack ability. A map screen or some more distinctive landmarks in the level design would have really helped. That said the game was pretty fun otherwise
I dig the atmosphere of the game, great meshing of visuals and sound. My #1 issue was that several times I went through a door to another area, and just ended up in a void where I was falling endlessly.
Poor Cyber cat... falling forever. He will never see the then of the game...
Wow! It's amazing how much content there actually is, feels like a real game they could've shipped along with Stray. Love the art direction and music working together really well. Managed to beat the game with 9 secrets gathered. Took me a while to find the attack ability, I though my controls were broken :)
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