Very creative idea! Kind of reminds me of the ways I would entertain myself as a kid by pretending there was a tiny character running/jumping on everyday objects around me.
immutableman
Creator of
Recent community posts
This is one of my favorites! You nailed the theme in several ways, which is very impressive. And although this gameplay and art style aren't for me personally, I feel like they really do complement the theme and likely the intended audience. I also was caught off guard by the mean kids in a fun way. That moment carried a lot of emotional weight for something that could have just been a minigame!
Thank you so much! I'm glad you were able to complete all the levels, that actually means a lot to us.
Great feedback on the aesthetic. Thinking about it a bit more, I agree with you that leaning into the more flow-y nature of the movement could have been a better fit for the mechanics. I have a soft spot for the ending my dev partner came up with, though :)
Amazing! Lots of polish across all areas. Really, everything was excellent, but I'll specifically call out the level design. Innovative and intuitive, and great base difficulty with optional challenges.
As a minor point of feedback, I wasn't able to finish the game. I got stuck in one area where there was a drop that was telegraphed by runes.. that didn't respawn... so it become memorization =( That didn't take much away from my overall enjoyment, though!
Some vague ideas:
- obstacles that the player has to switch layers to avoid
- time-limited pickups that offer better rewards
- powerups that give temporary bonuses
Or, more gamified:
- An excursion loop where you go out to collect, then return to dock where you spend. In addition to crew, you might upgrade your ship, buy new tools, or unlock new areas
Thanks! Part of our goal was to balance the "unexpected connections" theme with the game's difficulty. Given more time, I think it could work really well. One of the other posters pointed out that creating alternative recipes for each key element would help a lot... we did a bit of that, but I think even more would have gone a long way to make the difficulty closer to the intended feeling.
This is a super interesting idea for a strategy game. I was surprised at how much I liked the "wind" mechanic, and how it forced me to think about placement in a new way. I also loved the idea that the cats' communication with Morgan was delayed, and their day-to-day routine wasn't completely in sync with the "greater force" at play.
With a bit of UX polish, I could imagine playing this for hours! A few small suggestions... It was hard for me to know if a cat was currently selected. I also had trouble knowing if I could gather from a building or not. Also agree with some of the posters that a "starter" area of some kind would help. I wanted to explore the mechanics, but felt bad when that meant I lost a cat (or the run lol)
It was really rewarding to explore the mechanics, amazing work!
The character art and animation is great! I also loved the intro and environment art. Great job!
I had to give on beating even the first area--getting through some of the spikes was frustrating, as I struggled with the keyboard controls and the hit boxes. But the world drew me in to keep trying regardless, so kudos =)
Nice job connecting the story to the mechanics and theme. I definitely wanted to know more about what was going on and who the characters were. I didn't know they were Jungian archetypes until I read the other comments! Cool idea!
Bugs made it very difficult to clear the Doll stage, but I enjoyed what I was able to play.
Wow! There's a lot of game here! I keep feeling like I'm right on the edge of understanding how the pieces could fit together before something goes awry. I like the confusion mechanic both as a way to meet the theme but reduce the feeling that the game is purely about optimization. I love the "inventory" as a way to learn about the 'game pieces' were, how to get more of them, and how I might spend them.
Amazing work! You do a wonderful job of balancing the feeling of stress and need to reach a goal with a cozy aesthetic that makes me feel proud to succeed. The art and sound are a perfect match for the game. The gameplay is quite fun! Its quite impressive to make this in just a month! It reminds me a bit of Potionomics, I recommend checking that game out if you haven't seen it before.


