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A jam submission

The Cat Tower - BETA 3-7View game page

jrpg that contains pussy (not porn)
Submitted by Blue9Fairy (@blue9fairy) — 2 days, 14 hours before the deadline

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The Cat Tower - BETA 3-7's itch.io page

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Comments

Submitted

I recorded playing games with commentary, and your game is one of them.

Here's the link to the whole DD50 folder:

https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA

Goblin Girls Sexo!!!

Developer

holy shit man thank u a lot for the vid, sorry for the game fucking up completely next time ill make debug options harder to access

Submitted

you are welcome, I hope the video was entertaining/useful

Submitted

game deleted in an accident?

Developer(+2)

not an accident cat tower is currently unavailable

Submitted

where's the game :(?

Submitted

bring her back

Developer

No.

Submitted

i am so sad rn

Submitted

Character art is cute and the writing is mostly decent, but i think the dialogue itself needs another pass, I'm not good at dialogue myself so I'm not sure what's wrong, but to me it feels slightly unnatural, hard to put my finger on what's wrong but that's just my gut feeling.

Combat is snappy and fun, some more enemy variety would be sweet and I like the telegraphing of enemy behaviour, but it didn't really click for me for a while. Maybe tooltips on enemies could help give a bit more info on what they are doing, at least until you learn what each icon means. I love the crabbos.

Levels are mostly passable but a bit repetitive, falls into the common pitfall where theres loads of map but most of it is using the same 3-5 assets so it's easy to get lost or confused. A bit more variety in overworld art would really help there.

It's a bit weird that enemies don't respawn and are optional. Feels like a way the player can screw themselves by not fighting enough enemies to get enough xp to stay relevant later on. This is a cursed JRPG problem in general, but I think it's worth keeping in mind.

The UI isn't ugly but it also isn't pretty either. It feels a bit off. I think the completely flat UI might be what's wrong here, and the large dead zones on different screens made it feel unpolished. The actual art used seems mostly fine, theres just something off about the composition of UI elements that makes them feel slightly jank. Maybe animation could help here?

Fun demo, would like to see more.

The music is great btw, the menu theme sounds really familiar, I think it has a similar melody to a lovely planet track? I like it, feels very anime bop.

Submitted

After a brick breaks the window, I went back into the bedroom expecting to find an Easter egg (and indeed I found it). Once you get back into the bedroom, its walls seem to have no collision.
Art looks nice. Most interesting part of it is I can't compare it to another style, it has a good amount of originality without standing out too much.
I liked the plot, characters and exploration more than I enjoyed fighting. It wasn't bad, but other elements were more engaging for sure. Having many fights one after the other felt wrong and I had to use the nuclear bomb number 3.  More dialogues and less crabs would benefit pacing here.
Overall a nice game with a nice atmosphere!

I feel conflicted about this game. I like the visual style and the fusiony music, but the gameplay is so repetitive and boring. Hell, even the music feels like it has no room to breathe when it's changing so constantly. Do you need to start a separate track from the overworld for every single random encounter? 

The level design is too sprawling and indistinct for how close the camera is to the playable character. Navigating the map feels like some of the later Digimon World games, and people usually don't feel so positive about the level design in those. 

With these sorts of turn-based games I feel to be fun you either lean exclusively into sparse and in-depth battles by essentially making an SRPG or you embrace a mindless grind and allow the player to effortlessly watch the dopamine counters fry their brain by making trackers like experience and money extremely prominently large and very visible at all times. This game occupies an uncomfortable compromise where I don't feel like I'm missing any meaningful strategy by mashing confirm through multiple combat actions, but then I get annoyed when I have to manually end the turn. 

Take all this with a grain of salt though. You might be able to guess this is not my sort of genre.

Submitted

I liked the combat in cat like magic better than this one it'd be cool to put more action into the combat because I personally like action and arcade games better than turn based but anywa its cool to see this game too I like the characters now and the music in both games sound good I like these cat people

Submitted

First thing I noticed was the music. Extremely good. Those cutscenes graphics very good.

>Getting new skills from boxes is dumb and the items are randomly about which is dumb

>Combat is like outward ghost which is fine, it's not the best way to impliment turn based combat but it works

>Why did the cat give birth

I hope you succeed.

Very nice UI. Very satisfying combat. Crabs are fun. Blood magic is always cool.

Submitted

My turn-based brother! Game is fun from what I played so far.

At first I didn't understand what some icons represented, but it started coming together the more I played. It might not be a bad idea to have some way to refer to some sort of Status atlas, though.

My stopping point was shortly after the save before acquiring the Maul spell. I got into a big fight and ended up losing. When I loaded the save back, the music was gone. Which was weird, but nothing off-putting.

The real trouble I ran into was picking up Maul again. The game locked up and I couldn't do anything.

Developer

oh it seems there is something fucked up with the way game over works, ill try fixing it as soon as possible, if  you wanna continue,  closing and reopening the game will probably fix the issue

thanku a lot for testing it!