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(1 edit)

Cool concept and im not trying to be mean, but you did say you were going to continue this afterwards

- Like others have said, an introduction would be nice instead of being dropped in, but I understand the time pressure

- The cat doesnt look like a cat, so I didnt know what "the cat" was until it ate my cards


- if you just press space and ocasionally press the arrow keys you just win

- theres no way to know how much farther you have to go, or indication of which floor youre on without counting, or looking at the width; some floor-specific decorations would be nice

- I thought I had to drop the cards of each suit onto their suit on the table, but I was wrong, could be more clear

- there should probably be a cooldown on card spawning because I can just mash space and win

- there doesnt feel like a reward for winning, because the cat just eats all your cards again and you dont win, the cat does

- how many cards the cat eats feels inconsistent, I have know way to know how many floors I go down, but its nice you're lenient

- Very interesting concept with not a lot of time to put it in place, but beating it either feels impossible to too easy based on earlier points

Good job

Edit: I love the scrolling at the top, that a half reward but still fun

Thank you so much for the detailed feedback! 

Really good to know about the spacebar - I'll take a look at that in debugging. The only real requirement to get to the top is to have enough cards, so if you can do that before the cat steals them, then it's intended for you to get to the top. The arrows just keep the cat from attempting to steal during each "phase" of the arrow shifting as you make progress.

Yeah, that's a good point about trying to know what floor you're on. I added the stacking cards on the right-side of the screen to try to help with that, and while the lighthouse floors are all uniquely hand drawn, I ran out of time for decorations. I also found during playtesting that most people were covering up the background, so adding more elements behind a full card table wasn't as helpful, which is why I went with the filling card stack over on the right.

Really good feedback on the confusion of the table and the reward at the end. I ran out of time there, but yeah, would have made for a better game feel if I could have updated those visuals and added more for the finale. Oh, and the levels drop based on collisions, so if you had a really tall stack where the paw hits, then you'll lose a lot, but if you only have one card there, you'd only lose one. 

Again, super appreciate all of the feedback - this is really helpful as I continue to think about ways to improve this game and the next one! Thanks so much for playing and commenting!