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Catsoft Works

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A member registered Apr 30, 2017 · View creator page →

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Thank you Thomas! Happy to hear that!

Simple controls but incredibly well made and polished!

Well... Unfortunately we don't have any plans to continue its development. At least in the short term. However, if we were to in the future, we'd definitely use WASD and have more interesting puzzles and meaningful decisions! Thanks for playing!

Hi Tina! If we were to continue, we'd definitely use a WASD control. Thanks for your kind words, it really does mean a lot. If we have time in the future, we'll definitely explore the world of the Kingsroad Killer and make a short, but whole game.

Yup. Setting the player's controller to Directional (which uses the WASD keys on PC) will automatically display a virtual joystick when it detects the game runs on a mobile device.Cursor clicks are also automagically translated as finger taps (single tap is left click and tapping with two fingers is right click).

Be sure to join our Discord server if you have any more questions!

Thank you very much! Glad you liked it :-) We also had a good time watching you play so cheers!

Thank you :-) Although it's been more than 4 years and our focus has shifted towards other endeavours, so I don't think it's going to become a fully fledged game, unfortunately

Definitely we will. Thanks and cheers!

Thank you :-) Unfortunately I don't think there will ever be a full version. This was a tech demo for our engine

Haha thank you very much! :-) Unfortunately, it's just a tech demo we put up in 4 days to validate our development tools.

We'd love to expand on this concept, but time... -_-U

Thank you :-D

Thank you! :-)

Thank you! To be honest, the camera post-processing is doing the heavy lifting here. Without it, the aesthetics were pretty dull :-D Glad you liked the concept. I was worried it would be perceived as too dark so I gave all characters a bad reputation, enough to justify the slaughter. Cheers!

Thank you! Yeah noticed that too... We might make doors a bit wider so two characters can fit or let them be aware when someone is about to go through one. Thanks for playing!

Thank you Doom Guy :-)

Glad you liked it! And thanks for playing!

Yeah, I considered making a game about killing zombies instead or your family members. That may have been better perceived. However, I dismissed this for two reasons: The first one is that it would diminish the impact: Each family member has a different background and really wanted to highlight their personality. Zombies are... zombies.

The second one is that the description says that both the theme and restriction are open to interpretation. I'm the kind of person that likes giving things a twist, so instead of going the normal path, I thought it would be cool that the restriction references the winning condition: After you kill your family, there are no living things left (remember you're on your deathbed, so you're as good as dead).

Thanks for playing though! :-) Hope you liked it!

Yeah, that's a good idea. I could add multiple Painkillers scattered around and each one allows you to run for a few minutes. The main character could start with an active Painkiller effect, so that when it runs out, he says something like "Ah! My back hurts! I need some Painkillers". The player would then immediately associate the slow walking animation to the Painkiller effect and look for one.

This could make up for some interesting situations!

Ah yes, definitely a bug. I was about to submit it but remembered I didn't have any way to exit the game. So I quickly set the ESC button to quit the game, without taking into account that a WebGL game can't exit.

Once the jam is over (I believe I can't update it meanwhile), I'll make sure to change this. Thanks!

Thanks! The ESC button was added at the last time. Sorry about that. Moving the character with the mouse would definitely be a fine addition, as well as checkpoints.

I was hesitant to remove this but at the end I left the character to only walk. However, you can pick some Painkillers from bathroom and, once you consume them, your back-pain is gone and you can run. I agree though that it's way too hidden and should be highlighted or even be part of a tutorial.

Regardless, thanks for playing!

Thank you very much! How we built the core game loop is by giving hints to the player into thinking new ways to kill the characters. 

You may not know what an item does, but the game teases you in ways to use it. For example, if you have Rat Poison, it tells you "This could kill someone". However, if you don't have it and you click on a Cake, it reads "With some Rat Poison from my Garage, I could make this pie delicious". The player then connects the dots and gets an "Aha!" moment.

I was worried it would be perceived this way, but decided to carry the idea anyway. The thing is that all characters are isolated inside the house, so the killer has to decide when and how to strike. Pretty much like all characters from "And then there were none", but seen from the perspective of the killer. 

Same with the limitation: It's not that there aren't any things while playing the game, but it's the final condition for winning: There are no living things left alive in the house.

Thanks for playing though :-)

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Thank you! :-D Took us 4 entire days working full-steam to put together

Hi everyone! Developer here. If you have any questions on the game or how it was made, don't hesitate to drop a line :-) Cheers!

Woo-hoo! Thank you! Just in time :-)

Well, as all, it depends. I think that both the theme and limitation are open to interpretation. So as long as you can justify "there are no living things", you should be fine.

For example, if you are creating a game where you are a virus and you need to kill every living thing (plus, die at the end), the end result is that there are no living things.

Excellent news! Thank you so much. Looking forward to it! :-D

Hi! I purchased this game for Mac but seems like it hasn't been built for 64 bit architecture (and OSX Catalina now doesn't run 32bit apps).

I would really love to play this little gem. Could you upload a new version built with 64 bit support? Thanks in advance!

Thanks :-) Looking forward creating an extended experience

Hi Mister Bopi!

Thank you so much for playing this. We agree 100% on all your points. We implemented the point & click mechanicmostly because it was more of a challenge than because it suited the game. In a future game this would most likely change into a directional or tank-control.

Looking forward creating a second demo or further expanding this one. :-)

PS: Chris is definitely useless. We'll make him more resourceful next time

Yeah, if you can send it to us at support (at) catsoft-studios.com. Thanks!

Thank you so much! :-D We've been focused on creating the tools for making these kind of games. We're eager to continue and expand this story into a fully fledged game, but unfortunately, that won't be possible in the foreseeable future. Looking forward to it in maybe a couple of years!

U no like?

Thanks! We're actually thinking about expanding it into a full featured game (with a few new mechanics)

By the way, we couldn't get the shaders to work on WebGL, so we decided to make a video for those who don't have the time to download and play it: https://www.youtube.com/watch?v=8vf4pJV3TRo

Thank you!

Thank you!

Thank you! :-)