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(+1)

honestly, nice cat, but the design is quite anti-intuitive

 - reverting in a "planning" stage should be cost-free. i suggest removing the doodle drawing stage entirely, and let the cat move on instruction --- this would make the undo payment more acceptable;


 - the goal is to reach the treasure chest but u have to detour and visit every single tile, and then finish the last step at the treasure chest. forcing to grind without a good reason is bad. try telling the story better, common examples are

     --- ending the journey on a stair of the next floor, 

     --- render cracks on the tiles to indicate fragileness for no stepping back, it may turn into water/lava after visiting,

     --- let the player collect coins for optional detours, and keys/buttons for compulsory detours

Thanks for playing and for your feedback!

---

I’ve made some changes based on your suggestions: now the player needs to collect all the orbs to unlock the chest — which gives more meaning to exploring the whole level. I also reduced the cost of undoing moves, making it easier to gather resources and experiment.

Since this is still the first demo of the game, I plan to add new game modes and a boss battle at the end of each level in future updates.
Thanks again for the thoughtful feedback, and I hope you've a great experience with the game. 


Let’s go!