Ok, so I would like to clarify I am not someone who particularly likes clicker games, so I would take my comment very lightheartedly cuz my taste in games is already not in the best place for critiquing your game. But I feel like there's a contrast in what the player is supposed to feel from the game or what the overall vibe and experience should be. The vision could be more focused in its execution. So here's what I mean: You have multiple enemy boars who are coming to attack you from multiple different angles, which adds a layer of stress that works well with tower defense games and other genres, but then you add very happy music playing in the background and then you feed your cat which is something relaxing and dosen't exactly match to me with the idea of defending from boars. Ok, thinking out loud though, Balloons TD also has happy music playing in the background, but it still works, but for your game, it doesn't for me. I'm not sure exactly why. Maybe it's the complexity of the mechanics and the fact that maybe they don't complement each other that well??? Like in Balloons TD it's obvious your goal is to not let them baloons down the path but for your game it's kind of complicated because it's like ok I have to defend the cat, but I also have to feed the cat, and then also I have to collect energy. So like you're adding mechanics on top of each other (which isn't a bad thing) but the problem is that it they don't support each other. Instead, it just makes the vision for the game more muddied, which makes the player confused about the objective (in my opinion). Again, take my thoughts very lightly cuz I'm comparing to Balloons TD, but you might not even be trying to make your game similar to Balloons TD at all. Overall, I would jus take my comment as perspective from a person who may not be your target audience, but still a perspective nonetheless. I still did enjoy playing your game, especially because of how unique it was, and I always find it interesting to see what people come up with in short time spans like this for game jams. Despite my feedback which I hope didn't seem mean, I'm still impressed lol. Good job!
Viewing post in Lucky Cat: God's Touch jam comments
Wow, Angry Fry, thank you for such a deep analysis! This is exactly the kind of feedback I was hoping for. You've hit on a very interesting point about the tone dissonance between the music/visuals and the stress of the gameplay. I intentionally went for that contrast, but I totally see your point about it making the objective feel a bit 'muddy'.
Comparing it to Bloons TD is actually really helpful—it gives me a clear direction on how to better communicate the player's priorities in future updates. I really appreciate you taking the time to write this out; it’s incredibly valuable for my growth as a dev. Thanks for playing and sharing your honest perspective!