Oops, just realized I never actually left a comment on this! I thought it was a cute and fun concept of being the ball of yarn that wraps up the cat after beating it around! I love these kinds of boss fights, so I had a good time with it. Some attacks felt extraordinarily difficult to dodge, but I thought it was still manageable, so I say well done!
Play game
A Cat and a Yarn ball's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Jury - Asset Implementation | #4 | n/a | n/a |
| Audience's Choice | #7 | 3.607 | 3.607 |
| Jury - Player Experience | #8 | n/a | n/a |
| Jury - Game Design | #8 | n/a | n/a |
Ranked from 84 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Love the idea, but the execution needs some polish. I think instead of using the mouse it should be a controller only (or at least highly recommend) game. If this game would have the controls and movement like Bleed or Bleed 2 it would be a 10/10. Keep working on it.
I want to start this off by saying I think this game is a fun idea that has potential, and the criticism I'm providing is intended to be constructive.
I think the mechanics clash with each other a bit. The momentum-based movement system is fun, but does not mesh well with attack patterns that require quick and precise movement. This is doubly so when several of those attacks have knockback, leading to situations where you get hit and, unable to change your direction in time, get hit by one or, rarely, two other attacks before you can right yourself. Perhaps these issues could be alleviated by increasing the character's i-frame duration, increasing the time between attacks, or reducing the character's hitbox size.
Moreover the M1 attack is slow to come out leading to several instances where by the time the line reaches the point you want to swing form, you've already passed it and the grapple ends up killing your momentum. There, simply speeding up the attack would resolve the issue.
I really like the idea of this game, but it needs a little more refinement. When, and if, it receives it, I'd look forward to playing more.
Alright, this is the first actually challenging game I’ve encountered in this game jam. The little ball of yarn is adorable. The tutorial is clear. And the first (and only) boss is cool and dynamic. Thankfully, there’s plenty of HP, so I beat it on my first try.
Some attacks do feel unfair at times, but they’re very readable if you keep moving constantly. I might’ve even cleared phase one without taking damage if I hadn’t been playing in a browser. It’ll be interesting to see what the game turns into in the future - it really feels like they initially wanted to make a platformer with enemies, and only later the boss.
Man I want to love this game: it's very fun and has original game mechanics, good audio and some great bondage. But the player experience is atrocious! It might be user's fault but the phase 2 of the boss fight is extremely hard: you don't have much reaction time to escape the attacks and the occasions to deal damage are too few and too short.
Fun for the first little platforming section and phase 1, but then phase two hits and It immediately becomes far more frustrating than entertaining...
I don't normally post comments, however here i feel it necessary, because phase one is mostly fine (Bombs feel slightly unfair hitbox wise and the momentum you get from them just sends you flying away from your yarn, which doesn't matter too much, but still makes the game feel off)
Phase two feels like it has no openings for damage, launches you around like a ragdoll, has combos that are straight up undodgable, and adds the kick move which sends out a hitbox that i swear to every deity out there is larger than its sprite would suggest
The idea seems interesting, but phase two is overtuned to hell and back and could really benefit from rebalancing.
Very cute and charming game, but man what a difficulty spike! I feel like the game started out as one thing during development, and then the team decided they’d rather make something else, because the tutorial makes me expect that I’m in for a platformer with occasional dummies, and then all of a sudden the boss battle starts. Phase one was satisfying and fun. Phase two was just too suddenly difficult. But I gotta say I just adore the cute lil squeak damage sound!
Really cute art and fun gameplay but I feel like the difficulty on the actual fighting was a little overtuned. Phase 2's lack of openings and all around unpredictability makes it feel more frustrating rather than a satisfying challenge to be conquered. Overall a nice concept and definitely one of my favorites of the jam!


Leave a comment
Log in with itch.io to leave a comment.