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How well thought out was the design of all characters involved?

Very. I love how the game starts with a cat swallowing yarn, such a good animation there and I like the little backstory it provides for how the cat becomes a yarn boss. I like the way the boss bounces around the screen damaging the blocks and the different attacks it has, which are telegraphed perfectly when it stops in mid air. The head poking out at the side before dropping the yarn looks very nice. I like the attention to detail on the player’s hair, the white flash it makes when she takes damage and the controls feel smooth.

How much fun was the Boss Fight to play?
It’s fun, especially because I managed to win! The match 3 puzzles were a highlight for me, I loved how the blocks used different yarn patterns and how it adds more types to match as the game progresses. It’s also really good how it keeps track of which matches you made on the side bars as well as in the puzzle area. I also like how the green ones add to the timer. The action phase is fairly good and I appreciated having safe zones to learn the boss's patterns. Having one way platforms would improve the movement and adding smaller yarn balls to dodge could provide an extra challenge. I also think the water should be a hazard that kills the player to raise the stakes.

Rate the Technical Complexity & Execution.
I imagine the most technical aspect was doing the match 3 game, especially with handling the combos and it works flawlessly. The physics for how the yarn boss bounces at different speeds and angles is great and I like how the reflection in the water shows the boss reflection especially when it’s close to the water even as it changes animations.

Did the game include 2 distinct game genres and how well did they mash together?
Definitely. It was crystal clear that the 2 genres were puzzle and action platformer. I really like how in the action segment you have to stay close but not too close to the danger that the yarn boss poses if you want to climb up the loose yarn strings in time. I also like that the action phase has different levels and that it shows the cat trying to get out of the yarn. Then the transition where the player climbs up is super awesome and adds a lot of polish and makes it clear that you are trying to unravel the boss, especially as you go into the puzzle phase.

Was the game well polished?
Absolutely. It's got great cutscenes. Those volume sliders at the start are amazing, labelling them as SFX, Music and Master would make it perfect imo. I like the different texts that pop up when matching 3 or 4. I like how the shadow on the boss stays in place even as the boss rotates. It’s good how the blocks have a little bounce to them when the boss bumps into them too. Finally, the cat winking at the end is a super nice touch ;)

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Hello GameFavorites! Before I read and respond to your comment, wanted to say thank you so much for leaving these all around the competition! They have been a source of critical insights not only to the developers themselves (I find them SUPER useful), but also to players playing other games (as a player I find them super cool to see if your experience matches mine, as well as critically evaluate different parts of what I missed while playing, but also perhaps any areas that you have not covered that I could  comment on [very rarely this happens XD]).

Finally, as a person leaving comments myself, I am more mindful of how useful such comments can be and try to mimic or at least provide some more depth than I usually do.

Here I go reading and responding to yours now! 

1. Design: So happy the intro animation helps! I spent I don't know how many hours making each piece work, and being sucked in, might be of my favourite and most complex animations so far! Happy the boss feels a bit alive and the player flashing!

2. Fun Boss play: Wooohoo! So happy you figured out it was yarn patterns and that this was the whole aim! I wanted to update the big yarn ball to somehow have more patterns or vice versa with some colour, but it would be a huge mess to animate by that time... 

Happy the progression bars help! I think currently, visually they don't fill completely (although they do nicely turn to their "complete" version, once their quota is met). Glad it felt nice having them refill the bar!

100% on the one way platforms! There were so many cool things I could have done on the platforming (Coyote timer for a start...) and level design (great idea with the water! initially I wanted it to trigger the boss "unraveling" or becoming heavier so the player could descent and trigger the match 3. In the end, randomly dropping the yarn-staircase was the quickest solution to try and submit on time..)

3. Technical: you are right! Spent most of my time on the Match 3 (along with the animations hehe). Also glad the physics feel nice! Really happy how it bounces around hehe. Luckily the water was simpler than I thought with a shader (still fills like magic how these things just work after following a tutorial...)

4. Genre mashing: so happy you mention about keeping distance but also close proximity to the boss feels nice! I was debating to have even each bump hurt the player, but this way I think is better, sort of "playing with fire", but also allowing players to experiment and try to touch the dropped yarn for the first time, even if they might be scared. Glad the transition helps to communicate the process! 🥳👏

5. Polish: hehe I am delighted you noticed and mentioned the shadow staying there! Had to play around with different sprites and clipping but it worked! 

Thanks again for a great comment experience! Got to relive my whole development weeks!

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Hey spoonsweet! It’s nice to hear that my comments are helpful and making a positive difference. Your boss intro animation is top tier for sure and is definitely something to take pride in, the time and effort you must have put in really shows! I think you made all of the right choices and while the water/weight idea is pretty interesting, climbing the yarn ropes feels very natural for a transition and feels really good to jump on. Also, that match 3 quota system is a genius idea and I’ve never seen that before in a match 3 and it works so well. Best of luck!