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(+1)

This is a super interesting idea for a strategy game. I was surprised at how much I liked the "wind" mechanic, and how it forced me to think about placement in a new way. I also loved the idea that the cats' communication with Morgan was delayed, and their day-to-day routine wasn't completely in sync with the "greater force" at play.

With a bit of UX polish, I could imagine playing this for hours! A few small suggestions... It was hard for me to know if a cat was currently selected. I also had trouble knowing if I could gather from a building or not. Also agree with some of the posters that a "starter" area of some kind would help. I wanted to explore the mechanics, but felt bad when that meant I lost a cat (or the run lol)

It was really rewarding to explore the mechanics, amazing work!

(+1)

THANK YOU V MUCH FOR PLAYING AND THE KIND WORDS! It makes me SO HAPPY that you were able to recognize and appreciate some of the more subtle layers of the game! 

There was so much more I wanted to do but didn't have enough time to get to them. Definitely hear you on the pain points.  

I initially made it so that the Cats automatically "ascended" after being alive for 9 days with the bar on their left "full" to represent them passing from old age but I felt it might've been too unintuitive and sad to see a cat leave the island that way! I debated in the last hour before the deadline to introduce a "cozy mode" but didn't have confidence in myself to not break anything while implementing it LOL.