You honestly don't understand how much your words mean to me - getting to wake up on my birthday to this has really made my day and I am eternally grateful. Thank you.
cattymations
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Awwww! This make me so warm and fuzzy to hear! I'm eternally grateful for your compliments!
On the enemy side of things, it's very poorly explained, but there's a way to deal with all of them:
For the default enemy, who spawns and despawns and can hear noise, when he's not around, you can move freely, but when he is, you can either conserve your stamina strategically to build distance and gather resources even when he's there, at the price of him eventually catching up to you due to running making noise, or you could walk around quietly and drop items in certain spaces to make noise there and lead him to certain places. One strategy is to immediately spread out all your items upon spawn so that you have easy access to noise lures.
For the weeping angel, just make sure he's always in your line of sight, and sprint past him when you get close.
For the enemy that infects dispensers, just go into the infected area, gather a bit, run out and repeat.
I did really intend to add a proper tutorial, but I had a family member die halfway through development, so I was very stuck for time. I apologise.
Overall, I'm really happy you enjoyed the game! It makes me very happy haha!
Ah! Thank you for your compliments so much! It makes me feel very warm and fuzzy haha. I did a very poor job of explaining the enemies in-game, and I gave an explanation to someone else which I will paste here:
"On the enemy front, I may have forgotten to imply the noise mechanic further - enemies are a lot slower than you, do less damage and spawn less on lower difficulty levels (but you gain more materials) and won't even pursue you if you're outside of their range (plus a few types despawn all other enemies) so to balance this there's a noise system; some enemy types can hear when you run or drop items, which is what the megaphone icon means. I apologise, I should've explained that further."
I did want to implement a proper tutorial, and had full intentions to, but I had a family member die halfway through development, and thus was stuck for time. I apologise.
Oh, and I should mention - there is a type of enemy that won't hunt down the player, but will infect certain dispensers, meaning if the player is near them for too long they will die. I'm sorry, I did a very bad job on the tutorial haha.
Thank you so much regardless for playing my game! I really appreciate it.
I really appreciate you articulating your feelings in this way and playing my game! It makes me feel very special haha!
A class system would clash with my risk-reward design philosophy, and possibly make the game too easy, as you have a significant advantage over enemies by default already, and it's practically impossible for them to catch up to you if stamina is conserved well and you don't make any noise and additionally it would less incentivise taking upgrades, as taking on debuffs would simply act as a balance to your class benefits, resulting in less run variety and strategy, though I do a horrible job at explaining this in fairness. I had intended to implement a proper tutorial, but I had a family member pass on the middle of development and time got away on me. Plus the game is probably too difficult for a game jam game; I'm very sorry.
Overall, thank you very much for taking time to play my game and leave feedback! I really appreciate it!
Thank you for your compliments! It makes me so happy!
I haven't personally experienced any bugs as a result of the file size; would you be able to elaborate so I can look into them? If you could expand on what you think would make the game better (outside of the tutorial haha) that'd be appreciated too.
Thank you very much!!
The basic movement is pretty good, although there was a desperate need for coyote time and it was very frustrating how jumping while climbing wouldn't send you diagonally backwards.
The main character design was cute and memorable, but the colours overall clash, and the audio is a tad repetitive.
Overall, a really amazing job on this man! Keep it up!
I noticed a lot of visual glitches which made the game very hard to play, but past that, this was very fun! The artstyle is really visually pleasing; there's a great contract between the greys and the reds, and the adaptive soundtrack was fun. My main point of note is that the movement was in desperate need of coyote time.
Really great job! Keep up the great work!
I played this for a really, really long time! The loop is addictive to say the least haha.
The flying part of the game is very well thought out, making use of quick decision making and reflex skills; I really enjoyed the risk-reward gameplay, and the mystery of the tower became very, very strong after I got to the clouds and saw the cogs for the first time; realising there was more than I had thought.
The crafting side of things is way, way too easy, but it doesn't really matter to be honest, as it mainly serves to add continuity and progression to the main part of the game. I actually think I would've found it tedious if it was harder.
The art is absolutely gorgeous, that needn't be said, and the audio excellent.
Absolutely stunning job here man! Rated 5/5 for almost all categories!
A very unique and creative control scheme; it's very sensitive, but with a bit of refinement I could see it working extremely well. The spikes however are really unfair, as there's no way to tell where they're coming from, and how long you have to react. The sound effects were a bit repetitive and the art clashed in style.
Overall though, it really has potential, and I encourage you to keep working on it.
The art is wonderfully done - very expressive and full of character while retaining a strong identity, if I saw it in a random place I could easily associate it with you.
The gameplay was far too simple, there's essentially no decision making, strategy, thought or challenge; even a small timer would've done wonders.
The music was great and fit with the whole monkey vibe, but I would appreciate more sound effects and game feel overall for that matter.
A lot of talent and effort was clearly put into this! I really look forward to whatever you make next and will be watching your work closely!
The audio is great, from the adaptive soundtrack, to the satisfying sound effects, and of course to the deadpan voice lines, it's perfect, and the art serves it well.
The grappling hook is obviously super fast paced and fun to use, but the level design seems to have an undying effort to contradict the core mechanic and fun of the game by encouraging thoughtful, slow paced, methodical gameplay, which not only is nowhere near as fun as simply swinging around, even worse so it's frustrating. On top of that, there's a lot of just shooting your hook into the void with complete uncertainty, which is never fun. To induce the fantasy and streamline gameplay, I would recommend zooming the camera out and placing the character at the bottom of the screen, as to allow the player to see further ahead and make quick decisions and utilise the mechanics better, resulting in more satisfying gameplay.
Overall, great core mechanic with amazing audio and a fun artstyle that suffers from poor quality of life.
This was actually really fun!
There's a lot of quick thinking and decision making that's created through both the balance of the game, the position of objects and the position of yourself, which leads to a lot of strategy and a surprising amount of hidden depth
I really, really enjoyed this one man, keep it up!
The art is amazing! It's super cute and has a lot of charm and character in it! The jumping felt great, but the deceleration was horrible, especially not aided by the extremely big hitboxes, and wall jumping would be more intuitive if you could press either d or a to jump off a wall. The level design was great, and the sounds were pretty good too.
Really great job on this man! I look forward to your future work!
The controls are very slippery and frustrating, resulting in each attempt consisting of zero thought and more mindless button mashing. This would've been bad by itself, but the slow transitions just add salt to the wound, as well as the grating music.
I can see you had fun with this however, and I appreciate your creativity and an attempt at humour. Keep it up man! I look forward to what you do next!
The art is gorgeous, but I couldn't make any sense of the puzzles, and they seemingly just kept jumping around to random ones while I was in the middle of play.
There was clearly effort put into this though! There just needs to be more feedback and a better explanation. I love your art and look forward to your future work.
I'd assume the art is AI generated, based on the fact that the animations are low quality and the UI clashes so heavily, plus the fact that you seem very quick to say it's your own. Regardless, it's not good, as the colours blend together and just about no danger is clear. The platforming is fun, but that doesn't matter when I don't know what I'm supposed to jump to. The loses were very confusing too, as the game just cuts back suddenly to the menu.
The art is brilliant, the animations are very expressive and full of character, and the colours are great. The constant introduction of new mechanics kept me engaged, along with the great movement. The main mechanic could be a little jank at times, and I do wish the puzzles were more complex, but oh well.
Overall, really, really great job on this!
I really enjoyed the art, very reminiscent of Tom Ska, and the audio was wonderful to boot! I did however find the gameplay to be far too easy, being able to win by doing nothing but resting, hitting all the buttons and repeating. Still, an amazing job on this one man! Keep it up! I hope to see your future work!
The movement is great and creative, and the art and music is amazing, but the game made me very frustrated, as it's much too hard to gauge how high your jump will actually go, which wouldn't be much of a problem in itself if it wasn't for the lack of checkpoints and the comedically long transitions; games like these need almost instant transitions.
Overall, a really great job on this, just missing a few quality of life stuff. Again, I really enjoyed everything about the game, just needs some polish.
The artstyle was amazing, and the audio followed suit; very esoteric and dream like. The movement was decent, but was in dire need of coyote time, and the shooting felt very clunky and needed more impact. I enjoyed the main gameplay loop; simple yet effective, although a loss should've resulted in a greater punishment.
Overall, really amazing job! Keep it up!
I really loved the sense of exploration and wonder - the scale is truly impressive, and the wonderfully crafted music and sounds aids greatly in that.
I found the ship controls to be rather clunky and unintuitive and the gameplay to be rather repetitive, but this was remedied by the previously mentioned qualites.
Overall, really, really great job on this! I loom forward to your future endeavours!
Ah! Thank you very much! I'm so happy to have gotten such a detailed response!
On the enemy front, I may have forgotten to imply the noise mechanic further - enemies are a lot slower than you, do less damage and spawn less on lower difficulty levels (but you gain more materials) and won't even pursue you if you're outside of their range (plus a few types despawn all other enemies) so to balance this there's a noise system; some enemy types can hear when you run or drop items, which is what the megaphone icon means. I apologise, I should've explained that further.
I'm really happy someone pointed out the music! I always try to go all out on the soundtrack side of things, and while I didn't exactly this time, (with being very short for time and such) this was such a fun soundtrack to play! Especially the main menu theme - I love the blues scale so much! And the chords are really fun!
Thank you very much!
The concept is quirky and unique; I loved seeing what trick the game was going to play on me next! The platforming felt very stiff and unfair, with the lack of coyote time and strong gravity, definitely not helped by the level design constantly resulting in the player character bumping their head off of stuff lol.
I really liked the art, and the classical music provided an additional layer of humour to the game which I appreciated greatly.
Overall, amazing job with this one man! Keep it up.
This is really fun! The movement is satisfying and tight, and the visual effects are great! The environments are extremely fun to navigate and the time pressure adds an element of quick thinking and strategy.
I did find the distinction between what you can and can't jump on to be very, very vague however, and many an unfair loss was at the hands of such.
Overall though, amazing job with this! Great work man.
The art is 10/10, one of my favourites so far in that regard, and the music was great too, although the sounds were a little repetitive.
The movement was amazing, but the deaths were very, very frustrating. The transition is long and the lack of checkpoints is very annoying.
Overall, really great job with this one! I look forward to your next project!
The visuals are great; reminds me a lot of Edmund McMillen's stuff. I really enjoyed the soundtrack too, so overall the presentation was great.
The shooting could've had more impact, but it was really fun to use the enemies against each other. The reloading felt a little grating.
Overall, I really enjoyed this! I look forward to seeing what you do next.




















