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Hi, thanks for the amazing game!

I can mostly only repeat what all the other's have said. The pace of the game was very slow at times, but I quickly reached a point, where I just had to play through it and see what else there was waiting for me. I started to enjoy the backtracking and seeking out collectables.


The difficulty is a bit all over the place, with some sections feeling so much harder than the rest of it. For me personally the most notable instance of that was, when one is climbing up a series of slippery platforms, right before you get the claw attack. I had so much problems with that, it seemed to require very precise inputs, I started to suspect that it was an optional harder area, or that I would need an upgrade to proceed. I also almost got stuck trying to enter the jungle, until I randomly got the jump after going all the way back down to the beginning of the lab and back up again . And I had to ask for help to get the keycard where you have to change the colors of the mushrooms, that was the last one I got. I might would have gotten it with a lot of trial and error, but at that point I think my patience was used up.

But I think the difficulty of the game is what kept it interesting, if it would have been slow paced and very simple, I probably would have lost interest. I was looking forward to what may come next, because I already saw early on, that you weren't afraid to go all out with the level design. Collecting some of the optional collectables really demanded all from me.

I appreciated the little things, like not having a jump ability for (what initially felt like) a large part of the start of the game. The jump itself is really wonky and behaves really unconventional (especially the wall jump and ceiling jump), but I eventually just got used to how it is. I didn't like how hard it was to get furballs (until the end) making the furball capacity upgrades feel less impactful. The bosses really were a test of patience, I'm so glad I got the spider on my first try, because that fight really dragged on forever. The final boss is really great, but the fight is sadly dragged down by hitbox issues (very unclear where spikes and platforms start or end) which was really sad because none of the earlier fights have such issues. I went back and collected all 9 lives before I was able to beat the final boss. I only managed to beat it, when I found out that I could shoot furballs from the top right, when the weakspot is moved to the left side.

I would like to be credited as "accidentlyAnton", and my favourite gradient is this:


if you can't do gradients with more than two colors, i'll think of something else

Thank you for playing. I  plan to heed all the criticism for my next game. Sorry for the hitboxex of the final boss,  doing something unusual and complex is always more difficult and in some cases even so I try to make everything as good as I can it doesn't turn out be be perfect. That's why most developers always program things in the most simple way possible. For example the treeclimb controls, I know they are strange and you have to get used to it but that makes them interesting. But in the next game they will be replaced by something else. My opinion on the general jumpcontrols is different. I could have made controls that are 100% the same as marios in less than one hour but I wanted them to be faster with bigger jumps and less slippery controls because I love that and it's exactly how I imagine a catjump. I know it takes some time to get used to it because most gamecontrols are almost just copy and paste but if you manage to get used to them the jumpcotrols are much more precise than others and you can jump through a whole screen and perfectly land on a platform that is half as big as Bobo without effort. I am already working on the new control scheme for Bobo2, turning around is now slower and as someone suggested I made the camera more zoomed in like in Donkey Kong instead of zoomed out like in New Super Mario. But other than that I absolutely don't know what to do.

I already have an idea for the colorgradient I hope you will like it.

(Almost forgot to reply, sry)

Yeah don't worry too much about it, I think it's cool that Bobo The Cat doesn't control like every other jumping character. Now I'm intrigued about Bobo2.

And I like the gradient, thanks :)

I am glad that you like the colorgradient . 

The new controlscheme is more conventional but at the same time even faster and more agile. Can't wait to let others try it.


Udate coming soon...