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(1 edit) (+1)

(I played earlier today when I stumbled upon it!)

The cat is cute, although I would have had trouble saying he was a kind of plant without the game page. ;) The animated title screen is also a nice touch. :) I like its music, which feels like accordion; I think some accompaniment could enhance it. The in-game music is a little dissonant, which I think is made on purpose to convey the sense of hurriedness (for the record, I had rightly pointed the same thing for Introvert recently!).

As for gameplay: whack-a-mole is a simple and classic game, but it can be a good exercise to clone one (by the way, I worked on a game myself with an idea I thought was somewhat original, but had so little time I ended up with a sorry half-prototype I did not dare submitting, so, kudos for having a tight working finished game, that is already something I did not really achieve!). Keeping track of the score was a good idea; still, I feel some little ideas would have added variety and interest. I would suggest adding some challenge: for exemple, if you click on an empty hole or take too long to get a catplant, you get a penalty; or/and, if nine catplants are out for too long, you get a game over! And also, adding some sounds would give more feedback to the player (especially when hitting a catplant!) and more life to the game — maybe you did not get the time and spent it all on the music? X)

Regarding playability, the game is harder as a regular Game Boy game, since you get a big speed advantage using a mouse rather than keys. I have also noticed you can hold the hitting trigger (either keys of left click) to whack those kittens! :o I would suggest making it one-time controls, because otherwise, you can simply hold the button all the time. (By the way, controls are QWERTY-only instead of layout-independent (I have an AZERTY keyboard), BUT arrow keys are enabled.)

Suggestions:

  1. Adding challenge
  2. Adding sounds
  3. Using another channel as accompaniment for the music
  4. Animating the appearance of a cat (even a simple intermediate image where he is half out would be nice!)
  5. Layout-independent keys

The backstory and cute cat vibe (even though he is the villain, here! XD) put a smile to my face. :) A sweet basis for a minigame.

(By the way, I just wanted to say that I love your avatar (the ‘:3’ smiling hamburger chap). XD)

PS: not that it really matters that much (I think the review is the most important feedback), but I cannot rate your game since I did not submit anything… I dithered because of this, too; maybe I should have. :/

(+1)

Thank you so much! I think that's exactly what I'm gonna do! I can definitly add layout settings and try to make it so that you can use other keyboard leyouts. I actually just started making the game and forgot to look at the theme :P

I know you do get a huge mouse boost, but I think I might be able to stop it from dragging out, and maybe change the music too. 

Having a timer for the catplants would be hard to make, but probably worth it to make it a lot more fun. Thank you so much for your feedback!

(1 edit) (+1)

Thanks for answering!

I can definitly add layout settings and try to make it so that you can use other keyboard leyouts.

Actually, you can even program the keys position-wise, so that you do not have to care for rebinding them. ;) This is very simple (at least, on some APIs I know, but I guess this should be simple for pretty much all frameworks/engines) and generic.

Having a timer for the catplants would be hard to make,

Oh; wouldn’t it be straightforward to merely have a local counter for each one?

(By the way, since votes are now enabled for everyone, I will come back here once I am done with my 3-long default rating queue. :) And I uploaded my little humble Game Boy test, I think I will expand it in the future!)

PS: just discovered that the public votes were deactivated (which I think is a good thing, in fact)… Maybe I will try entering my semi-prototype; not sure.