Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Mr Cat Games

58
Posts
2
Followers
1
Following
A member registered Apr 25, 2023 · View creator page →

Creator of

Recent community posts

I've just come back to say this was my favourite game of the Jam. Really well done :D

Great game, I loved the charm of it! It's similar to our game in terms of the twist on the theme and I love what you've done with it.

It would be good to include a score at the end for how well you found the cats. I loved the ending cutscene where they fly off.

I loved the different places they hid, the different animations they had and your 3D models. They were simple but charming.

I tried 'easy mode' for the last one to see what it did, and it was a great hint. I found the arrow glitched a bit as I moved. I liked the subtle hints you gave for each cat and the pictures when you found them.

Lots to love in this simple game!

Sorry, I didn't get past the first 20 seconds of this game. I don't know what you're meant to do to get away from the Entity. I tried running multiple times but it caught me and killed me immediately every time I tried. 

An easier learning curve and some more hints or a tutorial would make this more engaging.

The fonts could also be more extincting. Simple fonts are my bugbear and it doesn't take long to find some good open source ones that fit the theme, but I find it adds a lot of polish.

Great game. I really enjoyed the visuals, they were very impressive. I loved the variety, and the number of strange places.

The dialogue was good too, particularly as it was voiced and the script was funny. There were a few times I needed to click to progress which wasn't obvious because there was nothing on screen but I couldn't move. I also found it slightly annoying that when restarting a level (which you have to do often) it played the dialogue again, which I had to skip through. As a game where you die a lot that can get annoying!

I found the gameplay a bit flat. It was hard to know where the range of the knight's attack hitbox and being damaged hitbox was (some frogs got me in the head a few times). Apart from the space level he didn't really jump high enough. I'm not a platformer fan though so maybe it's just me!

Overall great effort for a week's worth, particularly on the art and the dialogue.

Nice game, I liked the combination of tile switching and moving the wizard.

Definitely one of the strangest places I've experienced in this game jam!

I found the default walking speed quite slow, so I had to hold shift the whole time. The models generated were cool. It would have been nice if the people shaped ones had been in different poses than all T posing.

Maybe because I was running through it I finished quite quickly, although I don't remember seeing the fourth screenshot you have posted so maybe I just got lost.

I also had a bug at one point when leaving the window and coming back where the mouse wasn't captured by the game, so I could only turn a certain amount each direction before it hit the edge of the screen.

An interesting little game.

I didn't really understand the mechanics, even though there was a tutorial screen. I don't know what the energy/lightning in the bottom corner, the lucky clover or the fish score in the top right was about. I gathered that successfully getting the fish increased the hunger score in the top left, but that was about it. The sound effects and music were well implemented.

I played on a desktop in full screen, and there was a skybox around the edges of the designed aspect ratio. It would be better if it was all black or otherwise screened.

Thanks for the feedback! Do you mean the thought bubbles appearing on the right confused you? The "spoken" dialogue should appear at the bottom of the screen in a box (like in the screenshot).

Thanks for the feedback! There is a rare bug we only found after uploading to Itch, we think it's caused by two people hiding in the town hall at the same time, so it doesn't happen often.

We had a simple walk animation but it didn't work on the character as they wizzed around, so we took it out, but that's definitely on the list for next time.

The villagers hide in different places every time, so in a future play through maybe they won't all be in the houses as often and be in some stranger places!

Cool game, I really enjoyed it. It wasn't the strangest game I've played this jam but it was fun. I got to the end with 2 health left so it felt like a good challenge.

A bizarre game, definitely strange!

Good work in having two different levels with two different gameplay styles. The dialogue scroll was a little slow for me and unskippable, but that's personal preference.

I found the sword swinging interesting, but tying it to the camera view made me motion sick. I found the best strategy was to close my eyes and move my mouse in one direction, spinning the character and the camera round in circles, then opening my eyes to see what the outcome was. 

PS The cat also hangs on to walls. If that's intended behaviour then that's fine (though maybe also allow wall jump!), but if not you can fix it by adding a physics material to the cat gameobject that has friction = 0 (rather than the default 0.5).

This was cute and fun. I loved the perspective at the start, where the cat's house is a plaformer! And I had fun knocking things over in the house.

I only got as far as returning the manual to the cat-o-matic, but I couldn't figure out what to do. I don't know if there was a bug, or the thing with the dish wasn't the cat-o-matic. Throughout the game I found I didn't really know where to go, so I went back to areas a few times not knowing what was meant to happen. I don't know why a pillow(?) fell out a bookcase at one point, and then I didn't know I was meant to give that pillow to another bookcase(?) to open it up.

The platforms I faced were also quite similar throughout, mostly edges with ledges that you had to jump up and around. I think if they were in different formations it would be more engaging.

I also had an audio bug at one point in the bookcase area where the background music just stopped playing, but it came back when I went outside.

I liked most of the animations, but the 'squeeze through gaps' could do with one rather than just clipping to the other side.

For all of it's quirks and lack of polish, I quite liked this game. Well done!

This was an interesting concept. I was hoping for something similar to the game we've created, but it took a twist!

It took me a few goes to realise what I had to do, which wasn't helped by the game window not being able to go full screen, which meant I couldn't see what the asdf keys did. I also took a moment (and another death) to realise that you had to hover over enemies with the mouse. 


I think the pacing of the enemies could do with some work. I felt swamped from the start, and died after the second type of enemies turned up.

I also think I spent longer reading dialogue over a black screen than I did actually playing the game. The intro and world building were good and interesting, but didn't explain anything about the game to come so my attention was already somewhat spent before starting the 'game' part.

This game really needed a tutorial!

It appears to be an interesting strategy game, but from playing it through twice I didn't really get what I was meant to be doing. I think it could be quite fun if I knew what was happening, but none of the mechanics are explained. I don't really get the difference between the three currencies, or what the different location symbols mean (village, mine and forest maybe?).


The game is well polished and the world was quite strange, so good work.

An interesting and novel game. It has a tight gameplay loop that you can repeat across levels. 

I found the environment maybe a touch too big. It took a second or two too long to walk from the plug to the sockets, but that's only a minor issue. The creatures often came out of the portal a bit later than I expected, meaning I'd already moved on to dealing with another passenger when I noticed a different part of the station under attack.

I liked the artstyle, though at one point when trying to read a ticket it clipped through the player as I was standing too close to them.

Good work.

An interesting collection of minigames. The dream worlds were definitely strange.

The sounds were good but some atmospheric background music would have really added to the game.

I don't think the overworld added much to the game in terms of enjoyment, but probably took you some time to develop. If you had just had a UI menu to choose the games/levels you would have had more time to put into each game or been able to make more levels, or more cutscenes into the nice theme idea.

An interesting endless runner. The world was a strange place, with an interesting background.

An interesting twist on the theme! In fairness to the customers, I don't think there's a place on your person isn't a strange place to hide "funny smelling plant"!

I enjoyed the music and the animations of the characters. I love that once you search them they go inside to dance. Near the end of the game I just started letting people in to see how full I could get it, but I was disappointed that they did replace each other after it got somewhat full.

I liked exploring the environment, but the gameplay didn't really give me a reason to move from the front door or to the boss. There was a slight bug when I got up on the stage and couldn't come down to floor level again, but I eventually floated down.

It was confusing about whether you needed to search the back and front of the characters, or just the front was fine. I thought the 'hat' or head area (with the hand cursor not the finger) was only accessible from the back, but found it on the front part way through as well.

I let the boss's patience run out to see what the game over was like or if it had kept score, but nothing seemed to happen when the bar ran out. It also took a very long time, so if I'd been keeping up trying to search people I don't know if I'd ever have lost. I think it would benefit from some sort of queue mechanic where you weren't allowed to have people queue up for too long outside.

Overall a well put together 3D game for a week.

Hide & Seek in Egnart's Place is certainly a twist on the theme. Both the town is strange and where people are hiding is even stranger!

https://itch.io/jam/brackeys-15/rate/4307987

I gave up on the checkout conveyor level. I managed the foot (I didn't know how long I'd have to be attacking it for!) and was swamped by the mice, so I replayed the foot and p-mashed (with some movement, as you say) and p-mashed the mice (I didn't realise you could jump on their heads either).

Nice game, very similar in theme to ours! We actually considered doing something like this before our final idea so it was nice to try your interpretation.

I got a high score of 145 points or 46 seconds.

Haha, I know that feeling. Developing my game's systems took about a day, then making the intro cutscene took about a day! Definitely something to plan in for the future.

Interesting idea, very strange! I found it quite hard and the gameplay was simple and a bit repetitive. There was not reason not to mash P as fast as you could all of the time. The foot was quite hard to hit when it was in its stompiest phase and I was overrun by mice at one point where I couldn't get off Uncle's belly (5/5 strange moment).

If the graphics of the pool world are different to that of Fletch's home world, why are the enemies in the pool world in the same graphic style? ;)
I like that idea, but you would have to follow it through to make it obvious to me!

This is a great game. Sort of like a 3D clicker, where you harvest resources in a semi-idle manner. I wasn't expecting the rebirth mechanic to appear, but that made me replay it multiple times and the draw of the best ending made me keep playing.

This is a really well polished game, and the audio, visuals and UI are all top tier, with a simple but engaging mechanic which means you don't get bored after the first run, and and end goal for you to aim for.

Great work putting this together in a week.

It's ambitious to try and make an RPG in a week, so good effort! It was engaging enough for me to get to the final boss.

The visuals were a bit inconsistent (pixel characters, but a drawn environment) and I didn't really get why they were at the pool.

I managed to have a long string of rests after the first few battles to train up, I'm not sure if that was by design or randomised. All of the battles seemed pretty straight forward until the final boss that I lost to, and then the game didn't have a Game Over screen so the only option was to completely restart.

I liked the ctrl to show more info button, but I never learned what the orange shield meant the whole game!

I liked the theme and the idea. It does give the impression of those shapes when you close your eyes at night, which are strange. Plus some plot was layered over the top, so that was great.

The visuals are apt and that they are generated in code is impressive.

What brought it down for me was the audio. Although the sound was alright and fit the theme while the game was going on, playing a single tone at high volume in my ear while I tried to read the dialogue wasn't something I could push through.

Well done for creating it all yourself in a week!

A nice short game that worked well. I managed to get all but 4 balloons on my run.

The art style wasn't to my taste, and felt a bit mismatched with the odd character and the realistic background. The real world isn't that strange of a place either! Though maybe it is for your character?

A simple game where you design the environment for your Goobers.

The visuals and sound were very nice and the game was very polished with no bugs (just Goobers!). However after catching three of them the gameplay was quite repetitive and I didn't feel the need to keep going to get all of them.

A very well made game.

Great game! It was really enjoyable and very novel racing game.

I liked the length of the levels and that there were six of them. The ghost added when you retry was a great addition. I loved the heartbeat mechanic that sped you up at regular intervals, which meant you couldn't just grind against the edges the whole time and had to point in the correct direction.

The plaque was a nice touch but due to the speed you were traveling at was somewhat random if you hit it or not, unless you had memorised the tracks.

The sound and visuals were very good too.

This was really fun, I could definitely play more of it.

Great work creating all of this in a week. The environment is fantastic, though there was an odd effect when the idol went behind an object it made a chequed pattern (maybe this was deliberate?).

I'm not generally a fan of platformers, particularly ragey ones like this, but this was well put together and enjoyable. The one issue I found was that when the idol stood up and I pushed W to make it roll forward again it would go in a bit of a random direction, sometimes backwards from the direction I'd just been going, and then fall off a platform.

Overall a great start. You could definitely flesh this out to a full game.

A simple clicker with fun visuals and appropraitely weird sounds.

The gameplay is as simple as it comes, you don't even need to click on the plaice for it to register! I got the idea after the first page of fish, I didn't need to go through all 13.

Good polish and well made for the simple concept.

(1 edit)

This game was great. I loved the visuals and the polish was complete. I liked the alien UI that changed to English when hovered. The simple gameplay loop of feed creatures their favourite food, capture a new creature, start a new day was very well executed.

I played it for a while, but as it had no end goal the latter part dragged on a bit. I got the first two zoo upgrades quite quickly and then after that there didn't seem to be an end goal apart from to keep collecting. I was getting more than enough money each day to feed the zoo creatures.

The sound was great too, but after playing for a while the looped music was a bit too repetitive.

I loved the minigame to capture the creatures, it was executed really well. I also loved the cute names you randomly generated for them.

There were a couple of bugs throughout. I came across the one mentioned where my creatures kept turning into each other, which was a bit confusing. I also got confused at the start about how many times you were allowed to feed them. I think if they are at 100 welfare you can't feed them any more, but if they are at 90 you can give them their favourite food to get them to 110. I was gaming this by giving them less favoured food to get them to 90 then boosting them up to 110.

Great game overall. If it had a longer game play loop it would be sellable!

I liked the visuals of this game. Confining it to a small area means you could really focus on what was in the one or two screens.

I was confused about what would trigger the next day to happen. I couldn't see the changes in the scene and didn't want to randomly guess and lose, but then it timed out and I lost anyway. I  also didn't know if it would move on even if I had found all the things to find, and how many there were to find each day.

That aside, the visuals and sound were great and really fitted the environment. It was also definitely strange and getting stranger!

I didn't like the font, but that's a minor point. Overall good work.

An interesting game, definitely strange!

I love the concept and the brief storyline, but I didn't really get the game play for a bit at the start. Once I realised it was point and click I got into it, but finding where to click was a bit of a challenge. The Pirate one was quite confusing and the hit boxes for clicking were unclear. I don't know if that was the intention or not!

The art style wasn't for me to be honest, and more levels would be nice. I also managed to click on the orb behind the Godot and not the Godot itself so got a confusing message about coming back later.

Good effort at a strange place.

Thank you for the detailed review, we really appreciate it!

We were bug fixing with the entrance to the town hall (I like people's different names for it, we forgot to say what it was in game!) right up until the end of the jam, but it sounds like it's still unreliable. Highlight around searchable and interactable items is something we would do in future.

Animation is also something we didn't get around to, but would do in future. We tried a simple version but it didn't work very well so we thought unanimated was best.

And yes, we thought asking for times was a good way to encourage engagement. And it saves us coding complicated analytics to see how long people are taking!

It's the game with the best polish I've played so far in this jam, so good choice!

The hacky way is often the best way! I once had to make a big black square with a tiny transparent hole, and then scale it up 100x the size of my canvas to make a circle fade in and out between scenes.

A bizarre game, I liked it! Definitely strange.

I found the camera control a bit odd, directly following the player. I didn't realise I was even moving at the start until I saw the plant moving towards me.

It was hard to complete, but I enjoyed it and played it to the end. It was nice to have some story and an ending.