Aww, cats! <3 Really nice work on the art and animations. It’s really cute. The game quickly gets repetitive, and I didn’t care much for the score. But I enjoyed its mood! There’s something satisfying and soothing about getting these kittens to bed.
Itooh
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Took me a while but I eventually beat it! ^^’ Combats are kinda laborious, and very punishing. Having to begin from the start is pretty frustrating. I think there’s a lack of feedback and animations, but it’s still a work in progress after all.
Outside fighting, the level-design works well. The dungeon is satisfying to mp out, and learning the air-jump mechanic is gratifying (although I had to learn it by myself because I used the key on the room before the boss instead of the one supposed to teach me how to get the other one).
Good luck on the completion of this game!
This is so cute! The game is simple and very satisfying. The art is especially neat, with lots of pleasant details. I love that you can click on the ducks! It’s a lovely small vignette.
I had an odd bug on my first try where all the building were invisible (I was confused what was going on). Somehow I managed to win anyway. x) Hopefully everything worked the second time I launched the game!
There’s a lot of actions and informations on the screen, I found it difficult to keep track of everything.^^’ The concept is interesting, and managing space in a creates interesting challenges (in a way, it reminds me a bit of Wilmo Warehouse). But the game rarely let the player breathe, so it’s difficult to do anything but panicking. x) There’s also something that feels weird about the items movement. Maybe the fact they feel always stuck, or only move in tiles, or pile up very quickly in a critical area. It’s part of the challenge, but moving objects being the main interaction with the game, that basic action being difficult or blocked 80% of the time make it feel tedious. I think there’s a clever concept here, and to be honest the game is pretty rich with a loop, cohesive mechanics, music, assets… It just has a lot of frictions here and there. Maybe it could be more “chill” at the beginning, to let the player organize its bag and understand the basics, before increasing the difficulty progressively.
Well, it was fun to mess around with the control and try to figure put the rules by myself.^^ So far the game is intuitive enough to understand (except maybe the grid at the top left, but I guess this is part of what’s not implemented). I think the rover can do time paradox by sending data it will collect in the future. x) Good luck with the remaining of the development!
That was… chaotic. x) The challenge is nice, but the game lacks feedback. More than often I didn’t know what I had in hand, if I successfully took an object, how to cook… Technically the information is on screen, but given that we must act with speed, shifting the look from the characters to the screen’s corner or the action target isn’t easy. I think it might need animation, FX, or changes right on the avatar sprites, to allow the player to easily read the action. Because other than that, it’s a neat balance of constraints that gives a challenge close to Overcooked. :) And the small narrative of a parent having to manage too many task at once is perfectly delivered through the mechanics.
I’m really not good at it. x) But the concept is interesting. I appreciate the tutorial, but it still confused me. I’m still not sure if it’s better to always bounce on walls, if the turbo works with that, or what “good spin” means and if there’s a timing I’m missing. I like how it forces you to change your habits with driving games. But I didn’t manage to find exactly how to play well. I’m pretty sure though the game might allows some great moves once you master it!
Pretty neat mechanic. And a fun narrative to go along. :) The physics aspect makes some levels laborious to solve though, even when knowing the solution. There are still levels that I didn’t figure out, I might try to come back to them (14 is a real brain teaser). Nice use of the theme overall!
Also, I’m sorry to say that the music becomes a bit obnoxious after a while.^^’
Really nice graphics and visual feedback! I love how the camera tilts with movement, it gives a great energy.
The gameplay is efficient, everything feels snappy and smooth to control. I didn’t realize immediately there was a double jump, at first I thought it was a very generous coyote time! However, I think it quickly gets repetitive. The core game loop shorts to “I’m at the top of the tower, a rock falls, I jump to avoid it, and I’m at the top again”. Coupled with the punitive nature of the game, it becomes more of an endurance test, asking to find an always-winning strategy to repeat. I think it could use lateral space more: the third screenshot of the itch page presents an interesting situation that, if encountered more frequently, could lead to more choices and risk taking. As of now the game only encourages to build a perfectly vertical tower.
But to be fair it does perfectly the job for a fun game made during holidays!^^ I was able to finish it, found the secret endless mode, and had some fun. Once again, kudos for that level of polishing!
Thanks a lot! These are very useful feedback.
Mmm, the navigation buttons on bottom being hidden is an issue I should take care of. The ideal experience is to have everything visible without a need for scrolling. I aim to make the game responsive for most devices, but it appears I have still left some blind spots. What was your screen resolution? And which kind of device were you using?
I feared that the screen reader’s voice would be hard to hear with the music.^^’ It’s definitely a challenging design aspect. I added a volume bar in the option menu for that purpose, I don’t know if there’s another tool that could help? As for the tiles’ text, you are correct, it tells the name of the instrument associated to the tile (which is in practice the name of the tile itself), as well as its status (empty / ready to harvest, how many icons, of which shape…). There are hidden tiles that get revealed later in the game, so I can’t say to the player how many there are in total. However, I wonder if stating the position of the tile could be useful? Something like “X2 Y1”. Perhaps it could be even more helpful than the tile’s name, especially for arrow navigation?
I’m happy you enjoyed the music! I have already several projects planned for the start of the year, so not sure I’ll be able to join a jam. But I’ll keep an eye on what comes out of it, it seems pretty interesting! Despite having made some games more or less accessible to blind players, it’s a subject I don’t know a lot about, and I’m curious. :)
Hi! The game is now also accessible from this page. :) I haven’t tested it on a screen-reader yet. It has multiple options for accessibility, but the game still has several asynchronous events happening regularly (on top of music being prevalent), so I’m still unsure if it is accessible enough to a fully blind experience. But I hope the keyboard navigation and labels can keep the experience enjoyable!
That was pretty nice! There’s a lot of cool ideas in the mechanics, and the level-design is gratifying. I finished it in 1h30m, the estimated time is really accurate!
Some of the platforming felt a bit too punitive sometime (especially the Vault), but overall it was enjoyable. There was times I was afraid to not be sure where to go, but surprisingly wandering a bit randomly in the Park generally led me to something.
This makes me wonder how “linear” the level-design actually is? I always felt like I had several options, and there are even some paths I definitely never took. Are there different orders in which the game can be completed? Although I felt like I had to come back to Cistern way more than any other levels. But the global game felt very open while never getting me “stuck”. You did a very good job!
Small nit-pick though: it is possible at some points to get soft-lock! :p It happened to me twice, once by entering a room with the Ice with no ramp for exiting, and once by dropping in the Cistern with Glass. But given the scope of the game, it’s nearly impossible to avoid those kind of scenarios. Perhaps a “reset to previous checkpoint” action could help?
Thank you very much for your feedback! It means a lot to know that you had a great experience.
And thanks for sharing your playthrough! This is very instructive.^^ You're not the first one having trouble finding back the center, I should have made some mechanic to help getting back there. At least there's the reload strategy that still works.















































