Ahaha, that's a hilarious screenshot! Glad you enjoyed the game!
Ghost Cat Games
Creator of
Recent community posts
Thanks so much for the in-depth review and generous rating! It was also great to see real video of what's been happening for some people with lower end systems. I don't feel like I'm constantly chucking high-intensity graphics or update/tick calls at the computer hardware but clearly something has been going on that I haven't accounted for. I'll look deeper into stuff like adjusting LODs and implementing more aggressive culling for future projects (and the updated versions of this one).
Great work! This plays a lot like an actually published game I bought made by another indie developer, and the fact that you did it during a game jam is impressive! My biggest piece of feedback if you decide to continue development is that you should make the maps bigger. The characters are so fast that it feels like a shame to confine them to such a small space. Also, the items are not very balanced, but I wasn't expecting any different given the timeframe. Well done!
This was fun! I liked the audio for the cowboy host and the retro graphics; it reminded me of a lot of flash games I used to play. Only suggestion I would have would be to make the game more difficult; the only level where I didn't absolutely destroy the required score was the last one because it was all but impossible to build combos there. Nicely done overall!
Sweet game! Movement was just a little bit janky, especially with the jump arrows. The difficulty curve was little off, too, as some of the later levels I found much easier than some of the earlier ones. Overall, I really enjoyed this game! The art, mechanics, and music all contributed to a great experience.
I'm glad you enjoyed the bizarre movement! Fun story, the quick respawns are actually a bug that turned into a feature. The original plan was to have a longer ragdoll duration, but I enjoyed testing the game so much with the short timers that I forgot to lengthen them again. By the time I figured out they were still short, I realized the game played much better that way anyway.
As for the world, I honestly just used a map wholesale from the Unreal Marketplace. The goal was indeed to add more ways to interact with the world and places to visit, maybe modify the map a bit so it's not 100% a ripoff, but I had to keep the scope small to start. So there's a whole town there, most of which is not used... yet.
Hilarious game with a unique concept! I see you saying in other comments that whatever number chase rolls has an effect on gameplay, and I could see the number of resources I was getting was changing, but I couldn't piece together how those two were related. If you iterate more on this game, adding a bit more in terms of helpful hints would really push it to the next level.
Color me impressed! This is a fun, nerdy idea that turned out to be a really good logic puzzle! It took me a bit to get started as the zoom was weird at first and I was missing half the play area; being unfamiliar with Desmos in particular, it took me way too long to resize it. Adding instructions like that to the game page might help other people get in and enjoy it like I did.



