I believe I got the html working on our page, it was easier than I expected but from what I understand from Claude the multiplayer won't work on it - feel free to give it a try if you're still interested! By the way... on your game I was able to get through night 100! Starting on Night 83, I had to start using my King to intervene to actually win (so I couldn't win just by standing in place) so I think late-late game scales properly.
Lyliana17
Creator of
Recent community posts
Whoa, well done! It can be a little grindy (or maybe that's just my feeling after playtesting it so much) but we wanted the base layout & build up to actually matter, especially in the late game. We had to tweak the difficulty curve a lot, and we did a lot of our playtesting in multiplayer (since we play together a lot) so we weren't totally sure about the solo balance - I'm really glad it worked out. Thank you for playing!
Feedback on Kitty Kingdom
Wow - This is an extremely well-polished game! I could see the effort in it, so I wanted to give you detailed feedback that you could potentially just paste into Claude (I did have Claude organize my thoughts below). I'm maybe being more critical here but it's because this is a fantastic submission.
What worked really well
- Early progression. Once I got through the first couple of nights and found the flow, the small number of buildings made it easy to learn. Upgrading the castle and seeing new building slots open up was a delightful surprise.
- The AOE upgrade circles are intuitive and well done.
- The buildings’ flavor text was a great idea. It makes the kingdom feel lively and dynamic.
- Upgrade depth. Each building has multiple upgrades with different variations, and the choices were interesting enough that I took my time deciding based on the building slot locations & the enemies I saw coming from their nearby paths.
Biggest issue: too many nights
- I was fully upgraded around night 30–35, but the game runs to 100 waves. After night 35 I was just standing on the day/night flag, which makes the late game a real drag. I'm actually writing this review while on night 53 standing on the flag. I'm not sure if I'll finish because I've got to pick up my kids in an hour.
- There’s already a lot of content, so I’d suggest cutting the number of nights roughly in half or more.
- If you’d rather keep it long, it would need more upgrades, a deeper map, or unlockable map areas.
Bugs
- Wave indicator blocks upgrades.
- During the day, a UI element shows which units are coming and from which path. Walking up to it shows more detail.
- That indicator takes precedence over the upgrade interaction. If a wave is coming from the east, the nearby outskirt tower slot can’t be upgraded.
- I couldn’t upgrade a few spots when I wanted to because of this.
- Suggested fix: disable the indicator when the player is near a building that can be upgraded. Zoom might also help.
- Stuck night (Day 28).
- The ships destroyed my buildings in the lower-left corner and then stopped moving, so the night never ended.
- The workaround is to have the king kill them, but it took a while and probably isn’t intended because I saw the ships continue north on another wave.
Suggestions
- Upgrade indicator. In the late game (nights 20–30) I spent most of my day looking for buildings I hadn’t upgraded yet. Could the little colored circle next to each building become a star or another distinct shape? That would give an at-a-glance read on upgrade status. I’m also not sure what the different colors mean.
- Music. It sounds like one track on loop. Getting to night 30 took me an hour to an hour and a half. I can be a slow-ish decision-maker in these types of games, but in any case a 5-minute track repeated that long gets repetitive. I’d add two or three more tracks and rotate them.
- Zoom. As the map gained slots, the upgrade circles got very condensed. A zoom would make fine movement easier during the day.
- Movement speed building. The dash is nice, but walking around would be more fun if I could sink coins into permanent speed upgrades.
Ideas for expansion (only if you want them, since there’s plenty already)
- More upgrades
- Unlockable map areas
- Different levels with different paths and building spots
Amazing work for a jam. Great showing!
The graphics & art in this game are top notch - super cute! I struggled a bit with the mechanics though as the controls seemed kinda wonky. I think space bar for the flip (W) would have been more intuitive for me but maybe that's a personal preference. Also, the cutting board sharing the same controls for move left/right and tilt left/right was pretty frustrating because I would be using them to move but once the ingredient falls on top of it, it turns into a tilt operation when I was expecting to be able to move it >.< I'm not entirely sure how I would fix that as I'm guessing that was intended as part of the challenge. Maybe make it always tilt but once the tilt is maxed out and the player keeps pressing it, the cutting board then moves while tilted. But all in all, it's a fun idea and concept, and the art & music is really enjoyable - awesome work!!
So I actually love this concept and I can see where you were going with this - I consider this an RTS-lite and I think it's a really good idea because sometimes RTS games can be a little heavy. The movement was snappy, it was fairly intuitive to understand after a minute (as someone who likes these kinds of games), and having the fixed tiles I can see was necessary given the game jam restriction. I like how you got around that with the building configuration by going INTO the building to select it. I will say I think it may be a little too easy, and there is not a lot of feedback on how the player is doing at any given point. Maybe adding a simple pie chart visual of each factions army sizes so you can see if you are getting overwhelmed by enemies or not. In my playthrough, I'm also not sure if I was ever attacked (so I didn't really know when or how I was being attacked if I was). That said, I really like what you did here with the concept and it has inspired me to want to try to build something similar! Great job!
I love the settings selection room and using the track pad/conveyor to adjust the volume was really clever! I will say there is not a lot of guidance to the player on where to go - it was satisfying once you could figure it out, but to some degree it was feeling like there wasn't enough visual information to work off of. Also, I think I softlocked my playthrough when I had the robot push down the block from the dark room - after bringing it down, I accidentally got the robot to the left side of the box then I could only push it right. Once it got to the right of the screen, I was unable to push it back. That said, there were a lot of places where new elements were introduced (like being able to travel through vents and going around to disable the security turret) that delighted me once I was able to figure it out! Well done!
I love the concept & style! I agree with Cocolito that the background being alive is super fun & engaging! The only feedback I have is maybe add a bit more spacing between the platforms (or maybe a separate difficulty level) because the level of precision needed is a little frustrating, especially once you collect a few items and the items obscure the paw location. It helped once I turned my mouse sensitivity down but it pulled me out of the game. If you still want to keep it one single game, maybe have the platforms start widened, then as the player fulfils more orders and gets used to the control, tighten the platforms and add the top row. Another option would be make the hit boxes on the non-pickup items a tad more forgiving. That said, I enjoyed the game and I wanted to play it more because it is such a novel idea! Seriously awesome work :)
