A very charming little game. The graphics you have for the cat are very expressive and add a lot of character to the game. I like that your resource of money determines what you can do, primarily what luxuries you can buy the cat, and whether or not you can tend to yourself. This honestly reminds me of old flash games where you could train pets to increase their stats.
ja_uhelsky
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I'm still baffled at how absolutely metal this preschooler is. This short game has a lot of laughs in it, and the passages are well written. The choices you provide the player and zany and interesting. However, I still feel as if the anger level isn't being used to its full potential. I get GAMEOVERS when my anger level is 90, 80 and even 70, which tells me the game has set ending that are not necessarily determined by the anger level. If you were to work out this design element, I think the game would be improved astronomically.
I think your passages are well written, and that dooting skeleton chills my heart with fear. However, I don't feel like there's a lot of gameplay to be had here. You do have two or three paths we can choose from, but these are quickly explored and do not leave us with much content to interact with. I notice that certain passages possess an HP and inventory, yet these don't seem to be used anywhere throughout your game? I think the game is missing a mechanic that the player can occupy themselves with, other than the story you have presented.
I cannot describe how zero to a hundred that went. The content you have so far is hilarious, and each of the paths you provide seems to have multiple branches - it isn't a 'right' choice 'wrong' choice scenario, which is good. My only question is about the anger meter. Try as I might, I could not get it to a hundred. Will we be able to in future builds?