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(+1)

Really nice polish- the ink/doodle style art fit the black and white theme perfectly. Art had a really lovely charm. The audio had a lovely playfulness to it which was really fitting.

Design- I wasn't exactly sure as to why the loop/timer was necessary; I feel like the core emotion/pillar of annoyance/playfulness would have been better served if the game was presented in a more sandbox/toybox format where there was no "real" objective, or maybe they are hidden information. Also, I understand that the indicator for what can be knocked down or not was planned but couldn't make it- I felt like in certain cases the affordance for what could be knocked down or not wasn't clear. Finally, level design- representing a 3D space in 2D is really hard, and though the artstyle largely masked it I found it a bit difficult to distinguish between platforms I can stand on and ones I can't stand on. 

UI- Certain button placement (pause menu or settings for example) felt a bit random, a bit all over the place. This delivers on the theme but sacrifices usability- meaningful sacrifice for some but not all. If button placement was standardized it would've been better I think. One minor thing was button highlights- I felt like the button wasn't highlighted enough when it was already selected. If it was completely blacked out or greyed out it would've been better. 

Overall incredible game. Exquisite polish and great tone, though some mechanics I feel like can use some iteration. 

(1 edit) (+1)

Thanks for playing the game.

Game Design

In response to your feedback, we incorporated the loop to fit the game jam's theme "loop". Initially, we wanted the player cat to knock down to their heart's content then try to leave the level, only to realize that they're stuck in the same level and there are new things to knock down. However, due to the time constraints, we were not able to fully realize our vision.

I also agree that the fun of the game comes from the annoyance/playfulness you mentioned. I actually spent most of my time repeatedly knocking things down instead of completing the level. In that respect, the game might have greatly benefited if it was perhaps a sandbox instead.

We //mostly I// kept on putting off talking about how to indicate knockable objects and platforms. If I had brought it up sooner, we might have been able to design the art in a way that shows that type of information from the get-go while still staying true to the ink/doodle art style.

UI

UI placement could have used some work (e.g. showing a button was selected, more orderly button placement/design). However, some of the UI (e.g. pause and options button) was placed in a way to not obscure the gameplay view and/or detract from the more important elements on the screen. 

And thank you for taking the time provide some feedback! 🐾